From aff86fdd1389b3a2c57e8238cff418cb91a9880e Mon Sep 17 00:00:00 2001 From: awssdkgo Date: Tue, 16 Mar 2021 18:21:42 +0000 Subject: [PATCH] Release v1.37.32 (2021-03-16) === ### Service Client Updates * `service/accessanalyzer`: Updates service API, documentation, and paginators * `service/gamelift`: Updates service API, documentation, and paginators * GameLift expands to six new AWS Regions, adds support for multi-location fleets to streamline management of hosting resources, and lets you customize more of the game session placement process. * `service/iam`: Updates service documentation * Documentation updates for AWS Identity and Access Management (IAM). * `service/lambda`: Updates service API * Allow empty list for function response types * `service/mediaconnect`: Updates service API and documentation * `service/mediatailor`: Updates service API, documentation, and paginators * `service/mwaa`: Updates service API --- CHANGELOG.md | 15 + aws/version.go | 2 +- .../apis/accessanalyzer/2019-11-01/api-2.json | 166 + .../accessanalyzer/2019-11-01/docs-2.json | 122 +- .../2019-11-01/paginators-1.json | 6 + models/apis/gamelift/2015-10-01/api-2.json | 335 +- models/apis/gamelift/2015-10-01/docs-2.json | 1053 ++- .../gamelift/2015-10-01/paginators-1.json | 5 + models/apis/iam/2010-05-08/docs-2.json | 8 +- models/apis/lambda/2015-03-31/api-2.json | 7 +- .../apis/mediaconnect/2018-11-14/api-2.json | 27 +- .../apis/mediaconnect/2018-11-14/docs-2.json | 7 +- models/apis/mediatailor/2018-04-23/api-2.json | 93 +- .../apis/mediatailor/2018-04-23/docs-2.json | 30 +- .../mediatailor/2018-04-23/paginators-1.json | 8 +- models/apis/mwaa/2020-07-01/api-2.json | 4 +- .../accessanalyzeriface/interface.go | 7 + service/accessanalyzer/api.go | 665 ++ service/gamelift/api.go | 7936 ++++++++++------- service/gamelift/doc.go | 49 +- service/gamelift/gameliftiface/interface.go | 23 + service/iam/api.go | 16 + service/lambda/api.go | 12 +- service/mediaconnect/api.go | 80 +- service/mediatailor/api.go | 321 - .../mediatailor/mediatailoriface/interface.go | 7 - service/mwaa/api.go | 8 + 27 files changed, 6739 insertions(+), 4273 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index dac470ed8d4..38d6871bdb9 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,18 @@ +Release v1.37.32 (2021-03-16) +=== + +### Service Client Updates +* `service/accessanalyzer`: Updates service API, documentation, and paginators +* `service/gamelift`: Updates service API, documentation, and paginators + * GameLift expands to six new AWS Regions, adds support for multi-location fleets to streamline management of hosting resources, and lets you customize more of the game session placement process. +* `service/iam`: Updates service documentation + * Documentation updates for AWS Identity and Access Management (IAM). +* `service/lambda`: Updates service API + * Allow empty list for function response types +* `service/mediaconnect`: Updates service API and documentation +* `service/mediatailor`: Updates service API, documentation, and paginators +* `service/mwaa`: Updates service API + Release v1.37.31 (2021-03-15) === diff --git a/aws/version.go b/aws/version.go index cf16ba68ef4..2d9312f316f 100644 --- a/aws/version.go +++ b/aws/version.go @@ -5,4 +5,4 @@ package aws const SDKName = "aws-sdk-go" // SDKVersion is the version of this SDK -const SDKVersion = "1.37.31" +const SDKVersion = "1.37.32" diff --git a/models/apis/accessanalyzer/2019-11-01/api-2.json b/models/apis/accessanalyzer/2019-11-01/api-2.json index 039a33ababd..ad25db2abf3 100644 --- a/models/apis/accessanalyzer/2019-11-01/api-2.json +++ b/models/apis/accessanalyzer/2019-11-01/api-2.json @@ -409,6 +409,22 @@ {"shape":"AccessDeniedException"} ], "idempotent":true + }, + "ValidatePolicy":{ + "name":"ValidatePolicy", + "http":{ + "method":"POST", + "requestUri":"/policy/validation", + "responseCode":200 + }, + "input":{"shape":"ValidatePolicyRequest"}, + "output":{"shape":"ValidatePolicyResponse"}, + "errors":[ + {"shape":"ValidationException"}, + {"shape":"InternalServerException"}, + {"shape":"ThrottlingException"}, + {"shape":"AccessDeniedException"} + ] } }, "shapes":{ @@ -1114,6 +1130,7 @@ "members":{ } }, + "IssueCode":{"type":"string"}, "IssuingAccount":{"type":"string"}, "KmsConstraintsKey":{"type":"string"}, "KmsConstraintsMap":{ @@ -1184,6 +1201,7 @@ "value":{"shape":"KmsKeyPolicy"} }, "KmsKeyPolicy":{"type":"string"}, + "LearnMoreLink":{"type":"string"}, "ListAccessPreviewFindingsRequest":{ "type":"structure", "required":[ @@ -1350,6 +1368,36 @@ "tags":{"shape":"TagsMap"} } }, + "Locale":{ + "type":"string", + "enum":[ + "DE", + "EN", + "ES", + "FR", + "IT", + "JA", + "KO", + "PT_BR", + "ZH_CN", + "ZH_TW" + ] + }, + "Location":{ + "type":"structure", + "required":[ + "path", + "span" + ], + "members":{ + "path":{"shape":"PathElementList"}, + "span":{"shape":"Span"} + } + }, + "LocationList":{ + "type":"list", + "member":{"shape":"Location"} + }, "Name":{ "type":"string", "max":255, @@ -1371,7 +1419,43 @@ "DESC" ] }, + "PathElement":{ + "type":"structure", + "members":{ + "index":{"shape":"Integer"}, + "key":{"shape":"String"}, + "substring":{"shape":"Substring"}, + "value":{"shape":"String"} + }, + "union":true + }, + "PathElementList":{ + "type":"list", + "member":{"shape":"PathElement"} + }, + "PolicyDocument":{"type":"string"}, "PolicyName":{"type":"string"}, + "PolicyType":{ + "type":"string", + "enum":[ + "IDENTITY_POLICY", + "RESOURCE_POLICY", + "SERVICE_CONTROL_POLICY" + ] + }, + "Position":{ + "type":"structure", + "required":[ + "column", + "line", + "offset" + ], + "members":{ + "column":{"shape":"Integer"}, + "line":{"shape":"Integer"}, + "offset":{"shape":"Integer"} + } + }, "PrincipalMap":{ "type":"map", "key":{"shape":"String"}, @@ -1508,6 +1592,17 @@ "orderBy":{"shape":"OrderBy"} } }, + "Span":{ + "type":"structure", + "required":[ + "end", + "start" + ], + "members":{ + "end":{"shape":"Position"}, + "start":{"shape":"Position"} + } + }, "SqsQueueConfiguration":{ "type":"structure", "members":{ @@ -1534,6 +1629,17 @@ } }, "String":{"type":"string"}, + "Substring":{ + "type":"structure", + "required":[ + "length", + "start" + ], + "members":{ + "length":{"shape":"Integer"}, + "start":{"shape":"Integer"} + } + }, "TagKeys":{ "type":"list", "member":{"shape":"String"} @@ -1659,6 +1765,66 @@ "status":{"shape":"FindingStatusUpdate"} } }, + "ValidatePolicyFinding":{ + "type":"structure", + "required":[ + "findingDetails", + "findingType", + "issueCode", + "learnMoreLink", + "locations" + ], + "members":{ + "findingDetails":{"shape":"String"}, + "findingType":{"shape":"ValidatePolicyFindingType"}, + "issueCode":{"shape":"IssueCode"}, + "learnMoreLink":{"shape":"LearnMoreLink"}, + "locations":{"shape":"LocationList"} + } + }, + "ValidatePolicyFindingList":{ + "type":"list", + "member":{"shape":"ValidatePolicyFinding"} + }, + "ValidatePolicyFindingType":{ + "type":"string", + "enum":[ + "ERROR", + "SECURITY_WARNING", + "SUGGESTION", + "WARNING" + ] + }, + "ValidatePolicyRequest":{ + "type":"structure", + "required":[ + "policyDocument", + "policyType" + ], + "members":{ + "locale":{"shape":"Locale"}, + "maxResults":{ + "shape":"Integer", + "location":"querystring", + "locationName":"maxResults" + }, + "nextToken":{ + "shape":"Token", + "location":"querystring", + "locationName":"nextToken" + }, + "policyDocument":{"shape":"PolicyDocument"}, + "policyType":{"shape":"PolicyType"} + } + }, + "ValidatePolicyResponse":{ + "type":"structure", + "required":["findings"], + "members":{ + "findings":{"shape":"ValidatePolicyFindingList"}, + "nextToken":{"shape":"Token"} + } + }, "ValidationException":{ "type":"structure", "required":[ diff --git a/models/apis/accessanalyzer/2019-11-01/docs-2.json b/models/apis/accessanalyzer/2019-11-01/docs-2.json index 926e1ae7ee3..007cc7e9aa4 100644 --- a/models/apis/accessanalyzer/2019-11-01/docs-2.json +++ b/models/apis/accessanalyzer/2019-11-01/docs-2.json @@ -5,7 +5,7 @@ "ApplyArchiveRule": "

Retroactively applies the archive rule to existing findings that meet the archive rule criteria.

", "CreateAccessPreview": "

Creates an access preview that allows you to preview Access Analyzer findings for your resource before deploying resource permissions.

", "CreateAnalyzer": "

Creates an analyzer for your account.

", - "CreateArchiveRule": "

Creates an archive rule for the specified analyzer. Archive rules automatically archive new findings that meet the criteria you define when you create the rule.

", + "CreateArchiveRule": "

Creates an archive rule for the specified analyzer. Archive rules automatically archive new findings that meet the criteria you define when you create the rule.

To learn about filter keys that you can use to create an archive rule, see Access Analyzer filter keys in the IAM User Guide.

", "DeleteAnalyzer": "

Deletes the specified analyzer. When you delete an analyzer, Access Analyzer is disabled for the account or organization in the current or specific Region. All findings that were generated by the analyzer are deleted. You cannot undo this action.

", "DeleteArchiveRule": "

Deletes the specified archive rule.

", "GetAccessPreview": "

Retrieves information about an access preview for the specified analyzer.

", @@ -24,7 +24,8 @@ "TagResource": "

Adds a tag to the specified resource.

", "UntagResource": "

Removes a tag from the specified resource.

", "UpdateArchiveRule": "

Updates the criteria and values for the specified archive rule.

", - "UpdateFindings": "

Updates the status for the specified findings.

" + "UpdateFindings": "

Updates the status for the specified findings.

", + "ValidatePolicy": "

Requests the validation of a policy and returns a list of findings. The findings help you identify issues and provide actionable recommendations to resolve the issue and enable you to author functional policies that meet security best practices.

" }, "shapes": { "AccessDeniedException": { @@ -486,7 +487,14 @@ "ListAnalyzersRequest$maxResults": "

The maximum number of results to return in the response.

", "ListArchiveRulesRequest$maxResults": "

The maximum number of results to return in the request.

", "ListFindingsRequest$maxResults": "

The maximum number of results to return in the response.

", - "ThrottlingException$retryAfterSeconds": "

The seconds to wait to retry.

" + "PathElement$index": "

Refers to an index in a JSON array.

", + "Position$column": "

The column of the position, starting from 0.

", + "Position$line": "

The line of the position, starting from 1.

", + "Position$offset": "

The offset within the policy that corresponds to the position, starting from 0.

", + "Substring$length": "

The length of the substring.

", + "Substring$start": "

The start index of the substring, starting from 0.

", + "ThrottlingException$retryAfterSeconds": "

The seconds to wait to retry.

", + "ValidatePolicyRequest$maxResults": "

The maximum number of results to return in the response.

" } }, "InternalServerException": { @@ -500,6 +508,12 @@ "NetworkOriginConfiguration$internetConfiguration": "

The configuration for the Amazon S3 access point with an Internet origin.

" } }, + "IssueCode": { + "base": null, + "refs": { + "ValidatePolicyFinding$issueCode": "

The issue code provides an identifier of the issue associated with this finding.

" + } + }, "IssuingAccount": { "base": null, "refs": { @@ -573,6 +587,12 @@ "KmsKeyPoliciesMap$value": null } }, + "LearnMoreLink": { + "base": null, + "refs": { + "ValidatePolicyFinding$learnMoreLink": "

A link to additional documentation about the type of finding.

" + } + }, "ListAccessPreviewFindingsRequest": { "base": null, "refs": { @@ -643,6 +663,24 @@ "refs": { } }, + "Locale": { + "base": null, + "refs": { + "ValidatePolicyRequest$locale": "

The locale to use for localizing the findings.

" + } + }, + "Location": { + "base": "

A location in a policy that is represented as a path through the JSON representation and a corresponding span.

", + "refs": { + "LocationList$member": null + } + }, + "LocationList": { + "base": null, + "refs": { + "ValidatePolicyFinding$locations": "

The list of locations in the policy document that are related to the finding. The issue code provides a summary of an issue identified by the finding.

" + } + }, "Name": { "base": null, "refs": { @@ -676,12 +714,43 @@ "SortCriteria$orderBy": "

The sort order, ascending or descending.

" } }, + "PathElement": { + "base": "

A single element in a path through the JSON representation of a policy.

", + "refs": { + "PathElementList$member": null + } + }, + "PathElementList": { + "base": null, + "refs": { + "Location$path": "

A path in a policy, represented as a sequence of path elements.

" + } + }, + "PolicyDocument": { + "base": null, + "refs": { + "ValidatePolicyRequest$policyDocument": "

The JSON policy document to use as the content for the policy.

" + } + }, "PolicyName": { "base": null, "refs": { "KmsKeyPoliciesMap$key": null } }, + "PolicyType": { + "base": null, + "refs": { + "ValidatePolicyRequest$policyType": "

The type of policy to validate. Identity policies grant permissions to IAM principals. Identity policies include managed and inline policies for IAM roles, users, and groups. They also include service-control policies (SCPs) that are attached to an AWS organization, organizational unit (OU), or an account.

Resource policies grant permissions on AWS resources. Resource policies include trust policies for IAM roles and bucket policies for S3 buckets. You can provide a generic input such as identity policy or resource policy or a specific input such as managed policy or S3 bucket policy.

" + } + }, + "Position": { + "base": "

A position in a policy.

", + "refs": { + "Span$end": "

The end position of the span (exclusive).

", + "Span$start": "

The start position of the span (inclusive).

" + } + }, "PrincipalMap": { "base": null, "refs": { @@ -806,6 +875,12 @@ "ListFindingsRequest$sort": "

The sort order for the findings returned.

" } }, + "Span": { + "base": "

A span in a policy. The span consists of a start position (inclusive) and end position (exclusive).

", + "refs": { + "Location$span": "

A span in a policy.

" + } + }, "SqsQueueConfiguration": { "base": "

The proposed access control configuration for an SQS queue. You can propose a configuration for a new SQS queue or an existing SQS queue that you own by specifying the SQS policy. If the configuration is for an existing SQS queue and you do not specify the SQS policy, the access preview uses the existing SQS policy for the queue. If the access preview is for a new resource and you do not specify the policy, the access preview assumes an SQS queue without a policy. To propose deletion of an existing SQS queue policy, you can specify an empty string for the SQS policy. For more information about SQS policy limits, see Quotas related to policies.

", "refs": { @@ -862,6 +937,8 @@ "FindingSummary$resourceOwnerAccount": "

The AWS account ID that owns the resource.

", "InternalServerException$message": null, "ListTagsForResourceRequest$resourceArn": "

The ARN of the resource to retrieve tags from.

", + "PathElement$key": "

Refers to a key in a JSON object.

", + "PathElement$value": "

Refers to the value associated with a given key in a JSON object.

", "PrincipalMap$key": null, "PrincipalMap$value": null, "ResourceNotFoundException$message": null, @@ -880,12 +957,19 @@ "UntagResourceRequest$resourceArn": "

The ARN of the resource to remove the tag from.

", "UpdateArchiveRuleRequest$clientToken": "

A client token.

", "UpdateFindingsRequest$clientToken": "

A client token.

", + "ValidatePolicyFinding$findingDetails": "

A localized message that explains the finding and provides guidance on how to address it.

", "ValidationException$message": null, "ValidationExceptionField$message": "

A message about the validation exception.

", "ValidationExceptionField$name": "

The name of the validation exception.

", "ValueList$member": null } }, + "Substring": { + "base": "

A reference to a substring of a literal string in a JSON document.

", + "refs": { + "PathElement$substring": "

Refers to a substring of a literal string in a JSON object.

" + } + }, "TagKeys": { "base": null, "refs": { @@ -951,7 +1035,9 @@ "ListArchiveRulesRequest$nextToken": "

A token used for pagination of results returned.

", "ListArchiveRulesResponse$nextToken": "

A token used for pagination of results returned.

", "ListFindingsRequest$nextToken": "

A token used for pagination of results returned.

", - "ListFindingsResponse$nextToken": "

A token used for pagination of results returned.

" + "ListFindingsResponse$nextToken": "

A token used for pagination of results returned.

", + "ValidatePolicyRequest$nextToken": "

A token used for pagination of results returned.

", + "ValidatePolicyResponse$nextToken": "

A token used for pagination of results returned.

" } }, "Type": { @@ -982,6 +1068,34 @@ "refs": { } }, + "ValidatePolicyFinding": { + "base": "

A finding in a policy. Each finding is an actionable recommendation that can be used to improve the policy.

", + "refs": { + "ValidatePolicyFindingList$member": null + } + }, + "ValidatePolicyFindingList": { + "base": null, + "refs": { + "ValidatePolicyResponse$findings": "

The list of findings in a policy returned by Access Analyzer based on its suite of policy checks.

" + } + }, + "ValidatePolicyFindingType": { + "base": null, + "refs": { + "ValidatePolicyFinding$findingType": "

The impact of the finding.

Security warnings report when the policy allows access that we consider overly permissive.

Errors report when a part of the policy is not functional.

Warnings report non-security issues when a policy does not conform to policy writing best practices.

Suggestions recommend stylistic improvements in the policy that do not impact access.

" + } + }, + "ValidatePolicyRequest": { + "base": null, + "refs": { + } + }, + "ValidatePolicyResponse": { + "base": null, + "refs": { + } + }, "ValidationException": { "base": "

Validation exception error.

", "refs": { diff --git a/models/apis/accessanalyzer/2019-11-01/paginators-1.json b/models/apis/accessanalyzer/2019-11-01/paginators-1.json index 02c0458a08a..d9d7134e8a9 100644 --- a/models/apis/accessanalyzer/2019-11-01/paginators-1.json +++ b/models/apis/accessanalyzer/2019-11-01/paginators-1.json @@ -35,6 +35,12 @@ "output_token": "nextToken", "limit_key": "maxResults", "result_key": "findings" + }, + "ValidatePolicy": { + "input_token": "nextToken", + "output_token": "nextToken", + "limit_key": "maxResults", + "result_key": "findings" } } } diff --git a/models/apis/gamelift/2015-10-01/api-2.json b/models/apis/gamelift/2015-10-01/api-2.json index 8b6d2a14e33..1618544e792 100644 --- a/models/apis/gamelift/2015-10-01/api-2.json +++ b/models/apis/gamelift/2015-10-01/api-2.json @@ -95,6 +95,22 @@ {"shape":"TaggingFailedException"} ] }, + "CreateFleetLocations":{ + "name":"CreateFleetLocations", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"CreateFleetLocationsInput"}, + "output":{"shape":"CreateFleetLocationsOutput"}, + "errors":[ + {"shape":"InternalServiceException"}, + {"shape":"InvalidRequestException"}, + {"shape":"UnauthorizedException"}, + {"shape":"NotFoundException"}, + {"shape":"InvalidFleetStatusException"} + ] + }, "CreateGameServerGroup":{ "name":"CreateGameServerGroup", "http":{ @@ -308,6 +324,21 @@ {"shape":"TaggingFailedException"} ] }, + "DeleteFleetLocations":{ + "name":"DeleteFleetLocations", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DeleteFleetLocationsInput"}, + "output":{"shape":"DeleteFleetLocationsOutput"}, + "errors":[ + {"shape":"InternalServiceException"}, + {"shape":"InvalidRequestException"}, + {"shape":"UnauthorizedException"}, + {"shape":"NotFoundException"} + ] + }, "DeleteGameServerGroup":{ "name":"DeleteGameServerGroup", "http":{ @@ -533,6 +564,51 @@ {"shape":"InvalidRequestException"} ] }, + "DescribeFleetLocationAttributes":{ + "name":"DescribeFleetLocationAttributes", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DescribeFleetLocationAttributesInput"}, + "output":{"shape":"DescribeFleetLocationAttributesOutput"}, + "errors":[ + {"shape":"InternalServiceException"}, + {"shape":"InvalidRequestException"}, + {"shape":"UnauthorizedException"}, + {"shape":"NotFoundException"} + ] + }, + "DescribeFleetLocationCapacity":{ + "name":"DescribeFleetLocationCapacity", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DescribeFleetLocationCapacityInput"}, + "output":{"shape":"DescribeFleetLocationCapacityOutput"}, + "errors":[ + {"shape":"InternalServiceException"}, + {"shape":"InvalidRequestException"}, + {"shape":"UnauthorizedException"}, + {"shape":"NotFoundException"} + ] + }, + "DescribeFleetLocationUtilization":{ + "name":"DescribeFleetLocationUtilization", + "http":{ + "method":"POST", + "requestUri":"/" + }, + "input":{"shape":"DescribeFleetLocationUtilizationInput"}, + "output":{"shape":"DescribeFleetLocationUtilizationOutput"}, + "errors":[ + {"shape":"InternalServiceException"}, + {"shape":"InvalidRequestException"}, + {"shape":"UnauthorizedException"}, + {"shape":"NotFoundException"} + ] + }, "DescribeFleetPortSettings":{ "name":"DescribeFleetPortSettings", "http":{ @@ -1646,13 +1722,34 @@ "FleetType":{"shape":"FleetType"}, "InstanceRoleArn":{"shape":"NonEmptyString"}, "CertificateConfiguration":{"shape":"CertificateConfiguration"}, + "Locations":{"shape":"LocationConfigurationList"}, "Tags":{"shape":"TagList"} } }, + "CreateFleetLocationsInput":{ + "type":"structure", + "required":[ + "FleetId", + "Locations" + ], + "members":{ + "FleetId":{"shape":"FleetIdOrArn"}, + "Locations":{"shape":"LocationConfigurationList"} + } + }, + "CreateFleetLocationsOutput":{ + "type":"structure", + "members":{ + "FleetId":{"shape":"FleetIdOrArn"}, + "FleetArn":{"shape":"FleetArn"}, + "LocationStates":{"shape":"LocationStateList"} + } + }, "CreateFleetOutput":{ "type":"structure", "members":{ - "FleetAttributes":{"shape":"FleetAttributes"} + "FleetAttributes":{"shape":"FleetAttributes"}, + "LocationStates":{"shape":"LocationStateList"} } }, "CreateGameServerGroupInput":{ @@ -1697,7 +1794,8 @@ "CreatorId":{"shape":"NonZeroAndMaxString"}, "GameSessionId":{"shape":"IdStringModel"}, "IdempotencyToken":{"shape":"IdStringModel"}, - "GameSessionData":{"shape":"GameSessionData"} + "GameSessionData":{"shape":"LargeGameSessionData"}, + "Location":{"shape":"LocationStringModel"} } }, "CreateGameSessionOutput":{ @@ -1714,6 +1812,8 @@ "TimeoutInSeconds":{"shape":"WholeNumber"}, "PlayerLatencyPolicies":{"shape":"PlayerLatencyPolicyList"}, "Destinations":{"shape":"GameSessionQueueDestinationList"}, + "FilterConfiguration":{"shape":"FilterConfiguration"}, + "PriorityConfiguration":{"shape":"PriorityConfiguration"}, "Tags":{"shape":"TagList"} } }, @@ -1887,6 +1987,25 @@ "FleetId":{"shape":"FleetIdOrArn"} } }, + "DeleteFleetLocationsInput":{ + "type":"structure", + "required":[ + "FleetId", + "Locations" + ], + "members":{ + "FleetId":{"shape":"FleetIdOrArn"}, + "Locations":{"shape":"LocationList"} + } + }, + "DeleteFleetLocationsOutput":{ + "type":"structure", + "members":{ + "FleetId":{"shape":"FleetIdOrArn"}, + "FleetArn":{"shape":"FleetArn"}, + "LocationStates":{"shape":"LocationStateList"} + } + }, "DeleteGameServerGroupInput":{ "type":"structure", "required":["GameServerGroupName"], @@ -2027,7 +2146,8 @@ "DescribeEC2InstanceLimitsInput":{ "type":"structure", "members":{ - "EC2InstanceType":{"shape":"EC2InstanceType"} + "EC2InstanceType":{"shape":"EC2InstanceType"}, + "Location":{"shape":"LocationStringModel"} } }, "DescribeEC2InstanceLimitsOutput":{ @@ -2084,17 +2204,75 @@ "NextToken":{"shape":"NonZeroAndMaxString"} } }, + "DescribeFleetLocationAttributesInput":{ + "type":"structure", + "required":["FleetId"], + "members":{ + "FleetId":{"shape":"FleetIdOrArn"}, + "Locations":{"shape":"LocationList"}, + "Limit":{"shape":"PositiveInteger"}, + "NextToken":{"shape":"NonZeroAndMaxString"} + } + }, + "DescribeFleetLocationAttributesOutput":{ + "type":"structure", + "members":{ + "FleetId":{"shape":"FleetIdOrArn"}, + "FleetArn":{"shape":"FleetArn"}, + "LocationAttributes":{"shape":"LocationAttributesList"}, + "NextToken":{"shape":"NonZeroAndMaxString"} + } + }, + "DescribeFleetLocationCapacityInput":{ + "type":"structure", + "required":[ + "FleetId", + "Location" + ], + "members":{ + "FleetId":{"shape":"FleetIdOrArn"}, + "Location":{"shape":"LocationStringModel"} + } + }, + "DescribeFleetLocationCapacityOutput":{ + "type":"structure", + "members":{ + "FleetCapacity":{"shape":"FleetCapacity"} + } + }, + "DescribeFleetLocationUtilizationInput":{ + "type":"structure", + "required":[ + "FleetId", + "Location" + ], + "members":{ + "FleetId":{"shape":"FleetIdOrArn"}, + "Location":{"shape":"LocationStringModel"} + } + }, + "DescribeFleetLocationUtilizationOutput":{ + "type":"structure", + "members":{ + "FleetUtilization":{"shape":"FleetUtilization"} + } + }, "DescribeFleetPortSettingsInput":{ "type":"structure", "required":["FleetId"], "members":{ - "FleetId":{"shape":"FleetIdOrArn"} + "FleetId":{"shape":"FleetIdOrArn"}, + "Location":{"shape":"LocationStringModel"} } }, "DescribeFleetPortSettingsOutput":{ "type":"structure", "members":{ - "InboundPermissions":{"shape":"IpPermissionsList"} + "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"FleetArn"}, + "InboundPermissions":{"shape":"IpPermissionsList"}, + "UpdateStatus":{"shape":"LocationUpdateStatus"}, + "Location":{"shape":"LocationStringModel"} } }, "DescribeFleetUtilizationInput":{ @@ -2165,6 +2343,7 @@ "FleetId":{"shape":"FleetIdOrArn"}, "GameSessionId":{"shape":"ArnStringModel"}, "AliasId":{"shape":"AliasIdOrArn"}, + "Location":{"shape":"LocationStringModel"}, "StatusFilter":{"shape":"NonZeroAndMaxString"}, "Limit":{"shape":"PositiveInteger"}, "NextToken":{"shape":"NonZeroAndMaxString"} @@ -2211,6 +2390,7 @@ "FleetId":{"shape":"FleetIdOrArn"}, "GameSessionId":{"shape":"ArnStringModel"}, "AliasId":{"shape":"AliasIdOrArn"}, + "Location":{"shape":"LocationStringModel"}, "StatusFilter":{"shape":"NonZeroAndMaxString"}, "Limit":{"shape":"PositiveInteger"}, "NextToken":{"shape":"NonZeroAndMaxString"} @@ -2230,7 +2410,8 @@ "FleetId":{"shape":"FleetIdOrArn"}, "InstanceId":{"shape":"InstanceId"}, "Limit":{"shape":"PositiveInteger"}, - "NextToken":{"shape":"NonZeroAndMaxString"} + "NextToken":{"shape":"NonZeroAndMaxString"}, + "Location":{"shape":"LocationStringModel"} } }, "DescribeInstancesOutput":{ @@ -2323,7 +2504,8 @@ "FleetId":{"shape":"FleetIdOrArn"}, "StatusFilter":{"shape":"ScalingStatusType"}, "Limit":{"shape":"PositiveInteger"}, - "NextToken":{"shape":"NonZeroAndMaxString"} + "NextToken":{"shape":"NonZeroAndMaxString"}, + "Location":{"shape":"LocationStringModel"} } }, "DescribeScalingPoliciesOutput":{ @@ -2400,7 +2582,8 @@ "members":{ "EC2InstanceType":{"shape":"EC2InstanceType"}, "CurrentInstances":{"shape":"WholeNumber"}, - "InstanceLimit":{"shape":"WholeNumber"} + "InstanceLimit":{"shape":"WholeNumber"}, + "Location":{"shape":"LocationStringModel"} } }, "EC2InstanceLimitList":{ @@ -2547,6 +2730,12 @@ "type":"list", "member":{"shape":"Event"} }, + "FilterConfiguration":{ + "type":"structure", + "members":{ + "AllowedLocations":{"shape":"LocationList"} + } + }, "FleetAction":{ "type":"string", "enum":["AUTO_SCALING"] @@ -2597,8 +2786,10 @@ "type":"structure", "members":{ "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"FleetArn"}, "InstanceType":{"shape":"EC2InstanceType"}, - "InstanceCounts":{"shape":"EC2InstanceCounts"} + "InstanceCounts":{"shape":"EC2InstanceCounts"}, + "Location":{"shape":"LocationStringModel"} } }, "FleetCapacityExceededException":{ @@ -2655,10 +2846,12 @@ "type":"structure", "members":{ "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"FleetArn"}, "ActiveServerProcessCount":{"shape":"WholeNumber"}, "ActiveGameSessionCount":{"shape":"WholeNumber"}, "CurrentPlayerSessionCount":{"shape":"WholeNumber"}, - "MaximumPlayerSessionCount":{"shape":"WholeNumber"} + "MaximumPlayerSessionCount":{"shape":"WholeNumber"}, + "Location":{"shape":"LocationStringModel"} } }, "FleetUtilizationList":{ @@ -2956,8 +3149,9 @@ "Port":{"shape":"PortNumber"}, "PlayerSessionCreationPolicy":{"shape":"PlayerSessionCreationPolicy"}, "CreatorId":{"shape":"NonZeroAndMaxString"}, - "GameSessionData":{"shape":"GameSessionData"}, - "MatchmakerData":{"shape":"MatchmakerData"} + "GameSessionData":{"shape":"LargeGameSessionData"}, + "MatchmakerData":{"shape":"MatchmakerData"}, + "Location":{"shape":"LocationStringModel"} } }, "GameSessionActivationTimeoutSeconds":{ @@ -3021,7 +3215,7 @@ "DnsName":{"shape":"DnsName"}, "Port":{"shape":"PortNumber"}, "PlacedPlayerSessions":{"shape":"PlacedPlayerSessionList"}, - "GameSessionData":{"shape":"GameSessionData"}, + "GameSessionData":{"shape":"LargeGameSessionData"}, "MatchmakerData":{"shape":"MatchmakerData"} } }, @@ -3042,7 +3236,9 @@ "GameSessionQueueArn":{"shape":"GameSessionQueueArn"}, "TimeoutInSeconds":{"shape":"WholeNumber"}, "PlayerLatencyPolicies":{"shape":"PlayerLatencyPolicyList"}, - "Destinations":{"shape":"GameSessionQueueDestinationList"} + "Destinations":{"shape":"GameSessionQueueDestinationList"}, + "FilterConfiguration":{"shape":"FilterConfiguration"}, + "PriorityConfiguration":{"shape":"PriorityConfiguration"} } }, "GameSessionQueueArn":{ @@ -3148,13 +3344,15 @@ "type":"structure", "members":{ "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"FleetArn"}, "InstanceId":{"shape":"InstanceId"}, "IpAddress":{"shape":"IpAddress"}, "DnsName":{"shape":"DnsName"}, "OperatingSystem":{"shape":"OperatingSystem"}, "Type":{"shape":"EC2InstanceType"}, "Status":{"shape":"InstanceStatus"}, - "CreationTime":{"shape":"Timestamp"} + "CreationTime":{"shape":"Timestamp"}, + "Location":{"shape":"LocationStringModel"} } }, "InstanceAccess":{ @@ -3263,6 +3461,11 @@ "UDP" ] }, + "LargeGameSessionData":{ + "type":"string", + "max":262144, + "min":1 + }, "LatencyMap":{ "type":"map", "key":{"shape":"NonEmptyString"}, @@ -3406,6 +3609,57 @@ "Tags":{"shape":"TagList"} } }, + "LocationAttributes":{ + "type":"structure", + "members":{ + "LocationState":{"shape":"LocationState"}, + "StoppedActions":{"shape":"FleetActionList"}, + "UpdateStatus":{"shape":"LocationUpdateStatus"} + } + }, + "LocationAttributesList":{ + "type":"list", + "member":{"shape":"LocationAttributes"} + }, + "LocationConfiguration":{ + "type":"structure", + "members":{ + "Location":{"shape":"LocationStringModel"} + } + }, + "LocationConfigurationList":{ + "type":"list", + "member":{"shape":"LocationConfiguration"}, + "max":100, + "min":1 + }, + "LocationList":{ + "type":"list", + "member":{"shape":"LocationStringModel"}, + "max":100, + "min":1 + }, + "LocationState":{ + "type":"structure", + "members":{ + "Location":{"shape":"LocationStringModel"}, + "Status":{"shape":"FleetStatus"} + } + }, + "LocationStateList":{ + "type":"list", + "member":{"shape":"LocationState"} + }, + "LocationStringModel":{ + "type":"string", + "max":64, + "min":1, + "pattern":"^[a-z]+(-([a-z]+|\\d))*" + }, + "LocationUpdateStatus":{ + "type":"string", + "enum":["PENDING_UPDATE"] + }, "MatchedPlayerSession":{ "type":"structure", "members":{ @@ -3749,6 +4003,28 @@ "type":"long", "min":1 }, + "PriorityConfiguration":{ + "type":"structure", + "members":{ + "PriorityOrder":{"shape":"PriorityTypeList"}, + "LocationOrder":{"shape":"LocationList"} + } + }, + "PriorityType":{ + "type":"string", + "enum":[ + "LATENCY", + "COST", + "DESTINATION", + "LOCATION" + ] + }, + "PriorityTypeList":{ + "type":"list", + "member":{"shape":"PriorityType"}, + "max":4, + "min":1 + }, "ProtectionPolicy":{ "type":"string", "enum":[ @@ -3913,6 +4189,7 @@ "type":"structure", "members":{ "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"FleetArn"}, "Name":{"shape":"NonZeroAndMaxString"}, "Status":{"shape":"ScalingStatusType"}, "ScalingAdjustment":{"shape":"Integer"}, @@ -3922,7 +4199,9 @@ "EvaluationPeriods":{"shape":"PositiveInteger"}, "MetricName":{"shape":"MetricName"}, "PolicyType":{"shape":"PolicyType"}, - "TargetConfiguration":{"shape":"TargetConfiguration"} + "TargetConfiguration":{"shape":"TargetConfiguration"}, + "UpdateStatus":{"shape":"LocationUpdateStatus"}, + "Location":{"shape":"LocationStringModel"} } }, "ScalingPolicyList":{ @@ -3974,6 +4253,7 @@ "members":{ "FleetId":{"shape":"FleetIdOrArn"}, "AliasId":{"shape":"AliasIdOrArn"}, + "Location":{"shape":"LocationStringModel"}, "FilterExpression":{"shape":"NonZeroAndMaxString"}, "SortExpression":{"shape":"NonZeroAndMaxString"}, "Limit":{"shape":"PositiveInteger"}, @@ -4026,12 +4306,15 @@ ], "members":{ "FleetId":{"shape":"FleetIdOrArn"}, - "Actions":{"shape":"FleetActionList"} + "Actions":{"shape":"FleetActionList"}, + "Location":{"shape":"LocationStringModel"} } }, "StartFleetActionsOutput":{ "type":"structure", "members":{ + "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"FleetArn"} } }, "StartGameSessionPlacementInput":{ @@ -4049,7 +4332,7 @@ "GameSessionName":{"shape":"NonZeroAndMaxString"}, "PlayerLatencies":{"shape":"PlayerLatencyList"}, "DesiredPlayerSessions":{"shape":"DesiredPlayerSessionList"}, - "GameSessionData":{"shape":"GameSessionData"} + "GameSessionData":{"shape":"LargeGameSessionData"} } }, "StartGameSessionPlacementOutput":{ @@ -4103,12 +4386,15 @@ ], "members":{ "FleetId":{"shape":"FleetIdOrArn"}, - "Actions":{"shape":"FleetActionList"} + "Actions":{"shape":"FleetActionList"}, + "Location":{"shape":"LocationStringModel"} } }, "StopFleetActionsOutput":{ "type":"structure", "members":{ + "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"FleetArn"} } }, "StopGameSessionPlacementInput":{ @@ -4327,13 +4613,16 @@ "FleetId":{"shape":"FleetIdOrArn"}, "DesiredInstances":{"shape":"WholeNumber"}, "MinSize":{"shape":"WholeNumber"}, - "MaxSize":{"shape":"WholeNumber"} + "MaxSize":{"shape":"WholeNumber"}, + "Location":{"shape":"LocationStringModel"} } }, "UpdateFleetCapacityOutput":{ "type":"structure", "members":{ - "FleetId":{"shape":"FleetId"} + "FleetId":{"shape":"FleetId"}, + "FleetArn":{"shape":"FleetArn"}, + "Location":{"shape":"LocationStringModel"} } }, "UpdateFleetPortSettingsInput":{ @@ -4412,7 +4701,9 @@ "Name":{"shape":"GameSessionQueueNameOrArn"}, "TimeoutInSeconds":{"shape":"WholeNumber"}, "PlayerLatencyPolicies":{"shape":"PlayerLatencyPolicyList"}, - "Destinations":{"shape":"GameSessionQueueDestinationList"} + "Destinations":{"shape":"GameSessionQueueDestinationList"}, + "FilterConfiguration":{"shape":"FilterConfiguration"}, + "PriorityConfiguration":{"shape":"PriorityConfiguration"} } }, "UpdateGameSessionQueueOutput":{ diff --git a/models/apis/gamelift/2015-10-01/docs-2.json b/models/apis/gamelift/2015-10-01/docs-2.json index 33736564132..13d88793184 100644 --- a/models/apis/gamelift/2015-10-01/docs-2.json +++ b/models/apis/gamelift/2015-10-01/docs-2.json @@ -1,97 +1,102 @@ { "version": "2.0", - "service": "Amazon GameLift Service

GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on AWS global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.

About GameLift solutions

Get more information on these GameLift solutions in the Amazon GameLift Developer Guide.

About this API Reference

This reference guide describes the low-level service API for Amazon GameLift. You can find links to language-specific SDK guides and the AWS CLI reference with each operation and data type topic. Useful links:

", + "service": "Amazon GameLift Service

GameLift provides solutions for hosting session-based multiplayer game servers in the cloud, including tools for deploying, operating, and scaling game servers. Built on AWS global computing infrastructure, GameLift helps you deliver high-performance, high-reliability, low-cost game servers while dynamically scaling your resource usage to meet player demand.

About GameLift solutions

Get more information on these GameLift solutions in the GameLift Developer Guide.

About this API Reference

This reference guide describes the low-level service API for Amazon GameLift. With each topic in this guide, you can find links to language-specific SDK guides and the AWS CLI reference. Useful links:

", "operations": { - "AcceptMatch": "

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Learn more

Add FlexMatch to a Game Client

FlexMatch Events Reference

Related operations

", - "ClaimGameServer": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server.

To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information.

When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED (using UpdateGameServer) once players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable.

If you try to claim a specific game server, this request will fail in the following cases:

When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances.

Learn more

GameLift FleetIQ Guide

Related operations

", - "CreateAlias": "

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias.

", - "CreateBuild": "

Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift.

When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource.

The CreateBuild operation can used in the following scenarios:

If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it.

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

Related operations

", - "CreateFleet": "

Creates a new fleet to run your game servers. whether they are custom game builds or Realtime Servers with game-specific script. A fleet is a set of Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host multiple game sessions. When creating a fleet, you choose the hardware specifications, set some configuration options, and specify the game server to deploy on the new fleet.

To create a new fleet, provide the following: (1) a fleet name, (2) an EC2 instance type and fleet type (spot or on-demand), (3) the build ID for your game build or script ID if using Realtime Servers, and (4) a runtime configuration, which determines how game servers will run on each instance in the fleet.

If the CreateFleet call is successful, Amazon GameLift performs the following tasks. You can track the process of a fleet by checking the fleet status or by monitoring fleet creation events:

Learn more

Setting Up Fleets

Debug Fleet Creation Issues

Related operations

", - "CreateGameServerGroup": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.

Before creating a new game server group, you must have the following:

To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.

Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.

Learn more

GameLift FleetIQ Guide

Related operations

", - "CreateGameSession": "

Creates a multiplayer game session for players. This operation creates a game session record and assigns an available server process in the specified fleet to host the game session. A fleet must have an ACTIVE status before a game session can be created in it.

To create a game session, specify either fleet ID or alias ID and indicate a maximum number of players to allow in the game session. You can also provide a name and game-specific properties for this game session. If successful, a GameSession object is returned containing the game session properties and other settings you specified.

Idempotency tokens. You can add a token that uniquely identifies game session requests. This is useful for ensuring that game session requests are idempotent. Multiple requests with the same idempotency token are processed only once; subsequent requests return the original result. All response values are the same with the exception of game session status, which may change.

Resource creation limits. If you are creating a game session on a fleet with a resource creation limit policy in force, then you must specify a creator ID. Without this ID, Amazon GameLift has no way to evaluate the policy for this new game session request.

Player acceptance policy. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs. Logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in Amazon GameLift Local.

", - "CreateGameSessionQueue": "

Establishes a new queue for processing requests to place new game sessions. A queue identifies where new game sessions can be hosted -- by specifying a list of destinations (fleets or aliases) -- and how long requests can wait in the queue before timing out. You can set up a queue to try to place game sessions on fleets in multiple Regions. To add placement requests to a queue, call StartGameSessionPlacement and reference the queue name.

Destination order. When processing a request for a game session, Amazon GameLift tries each destination in order until it finds one with available resources to host the new game session. A queue's default order is determined by how destinations are listed. The default order is overridden when a game session placement request provides player latency information. Player latency information enables Amazon GameLift to prioritize destinations where players report the lowest average latency, as a result placing the new game session where the majority of players will have the best possible gameplay experience.

Player latency policies. For placement requests containing player latency information, use player latency policies to protect individual players from very high latencies. With a latency cap, even when a destination can deliver a low latency for most players, the game is not placed where any individual player is reporting latency higher than a policy's maximum. A queue can have multiple latency policies, which are enforced consecutively starting with the policy with the lowest latency cap. Use multiple policies to gradually relax latency controls; for example, you might set a policy with a low latency cap for the first 60 seconds, a second policy with a higher cap for the next 60 seconds, etc.

To create a new queue, provide a name, timeout value, a list of destinations and, if desired, a set of latency policies. If successful, a new queue object is returned.

Learn more

Design a Game Session Queue

Create a Game Session Queue

Related operations

", - "CreateMatchmakingConfiguration": "

Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration.

To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.

In addition, you must set up an Amazon Simple Notification Service (SNS) to receive matchmaking notifications, and provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.

Learn more

FlexMatch Developer Guide

Design a FlexMatch Matchmaker

Set Up FlexMatch Event Notification

Related operations

", - "CreateMatchmakingRuleSet": "

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.

To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with.

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

Related operations

", - "CreatePlayerSession": "

Reserves an open player slot in an active game session. Before a player can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a group of players to a game session, use CreatePlayerSessions. When the player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.

To create a player session, specify a game session ID, player ID, and optionally a string of player data. If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

", - "CreatePlayerSessions": "

Reserves open slots in a game session for a group of players. Before players can be added, a game session must have an ACTIVE status, have a creation policy of ALLOW_ALL, and have an open player slot. To add a single player to a game session, use CreatePlayerSession. When a player connects to the game server and references a player session ID, the game server contacts the Amazon GameLift service to validate the player reservation and accept the player.

To create player sessions, specify a game session ID, a list of player IDs, and optionally a set of player data strings. If successful, a slot is reserved in the game session for each player and a set of new PlayerSession objects is returned. Player sessions cannot be updated.

Available in Amazon GameLift Local.

", - "CreateScript": "

Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.

To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:

If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related operations

", - "CreateVpcPeeringAuthorization": "

Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets.

You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions.

To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.

", - "CreateVpcPeeringConnection": "

Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets.

Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.

", - "DeleteAlias": "

Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

", - "DeleteBuild": "

Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

To delete a build, specify the build ID.

Learn more

Upload a Custom Server Build

Related operations

", - "DeleteFleet": "

Deletes everything related to a fleet. Before deleting a fleet, you must set the fleet's desired capacity to zero. See UpdateFleetCapacity.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process.

This operation removes the fleet and its resources. Once a fleet is deleted, you can no longer use any of the resource in that fleet.

Learn more

Setting up GameLift Fleets

Related operations

", - "DeleteGameServerGroup": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:

To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status.

If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status.

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn more

GameLift FleetIQ Guide

Related operations

", - "DeleteGameSessionQueue": "

Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.

Learn more

Using Multi-Region Queues

Related operations

", - "DeleteMatchmakingConfiguration": "

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.

Related operations

", - "DeleteMatchmakingRuleSet": "

Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.

Learn more

Related operations

", - "DeleteScalingPolicy": "

Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.

", - "DeleteScript": "

Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).

To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.

Learn more

Amazon GameLift Realtime Servers

Related operations

", - "DeleteVpcPeeringAuthorization": "

Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection.

", - "DeleteVpcPeeringConnection": "

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.

Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.

", - "DeregisterGameServer": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.

To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.

Learn more

GameLift FleetIQ Guide

Related operations

", - "DescribeAlias": "

Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.

To get alias properties, specify the alias ID. If successful, the requested alias record is returned.

", - "DescribeBuild": "

Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.

Learn more

Upload a Custom Server Build

Related operations

", - "DescribeEC2InstanceLimits": "

Retrieves the following information for the specified EC2 instance type:

To learn more about the capabilities of each instance type, see Amazon EC2 Instance Types. Note that the instance types offered may vary depending on the region.

Learn more

Setting up GameLift Fleets

Related operations

", - "DescribeFleetAttributes": "

Retrieves core properties, including configuration, status, and metadata, for a fleet.

To get attributes for one or more fleets, provide a list of fleet IDs or fleet ARNs. To get attributes for all fleets, do not specify a fleet identifier. When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found.

Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed number.

Learn more

Setting up GameLift Fleets

Related operations

", - "DescribeFleetCapacity": "

Retrieves the current capacity statistics for one or more fleets. These statistics present a snapshot of the fleet's instances and provide insight on current or imminent scaling activity. To get statistics on game hosting activity in the fleet, see DescribeFleetUtilization.

You can request capacity for all fleets or specify a list of one or more fleet identifiers. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetCapacity object is returned for each requested fleet ID. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.

Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up GameLift Fleets

GameLift Metrics for Fleets

Related operations

", - "DescribeFleetEvents": "

Retrieves entries from the specified fleet's event log. You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a collection of event log entries matching the request are returned.

Learn more

Setting up GameLift Fleets

Related operations

", - "DescribeFleetPortSettings": "

Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet use connections that fall in this range.

To get a fleet's inbound connection permissions, specify the fleet's unique identifier. If successful, a collection of IpPermission objects is returned for the requested fleet ID. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift Fleets

Related operations

", - "DescribeFleetUtilization": "

Retrieves utilization statistics for one or more fleets. These statistics provide insight into how available hosting resources are currently being used. To get statistics on available hosting resources, see DescribeFleetCapacity.

You can request utilization data for all fleets, or specify a list of one or more fleet IDs. When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found.

Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up GameLift Fleets

GameLift Metrics for Fleets

Related operations

", - "DescribeGameServer": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.

To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.

Learn more

GameLift FleetIQ Guide

Related operations

", - "DescribeGameServerGroup": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.

To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned.

Learn more

GameLift FleetIQ Guide

Related operations

", - "DescribeGameServerInstances": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties.

To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned.

This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.

Learn more

GameLift FleetIQ Guide

Related operations

", - "DescribeGameSessionDetails": "

Retrieves properties, including the protection policy in force, for one or more game sessions. This operation can be used in several ways: (1) provide a GameSessionId or GameSessionArn to request details for a specific game session; (2) provide either a FleetId or an AliasId to request properties for all game sessions running on a fleet.

To get game session record(s), specify just one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionDetail object is returned for each session matching the request.

", - "DescribeGameSessionPlacement": "

Retrieves properties and current status of a game session placement request. To get game session placement details, specify the placement ID. If successful, a GameSessionPlacement object is returned.

", - "DescribeGameSessionQueues": "

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.

Learn more

View Your Queues

Related operations

", - "DescribeGameSessions": "

Retrieves a set of one or more game sessions. Request a specific game session or request all game sessions on a fleet. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails.

To get game sessions, specify one of the following: game session ID, fleet ID, or alias ID. You can filter this request by game session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSession object is returned for each game session matching the request.

Available in Amazon GameLift Local.

", - "DescribeInstances": "

Retrieves information about a fleet's instances, including instance IDs. Use this operation to get details on all instances in the fleet or get details on one specific instance.

To get a specific instance, specify fleet ID and instance ID. To get all instances in a fleet, specify a fleet ID only. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, an Instance object is returned for each result.

Learn more

Remotely Access Fleet Instances

Debug Fleet Issues

Related operations

", - "DescribeMatchmaking": "

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.

To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.

This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage.

Learn more

Add FlexMatch to a Game Client

Set Up FlexMatch Event Notification

Related operations

", - "DescribeMatchmakingConfigurations": "

Retrieves the details of FlexMatch matchmaking configurations.

This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Learn more

Setting Up FlexMatch Matchmakers

Related operations

", - "DescribeMatchmakingRuleSets": "

Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.

Learn more

Related operations

", - "DescribePlayerSessions": "

Retrieves properties for one or more player sessions. This operation can be used in several ways: (1) provide a PlayerSessionId to request properties for a specific player session; (2) provide a GameSessionId to request properties for all player sessions in the specified game session; (3) provide a PlayerId to request properties for all player sessions of a specified player.

To get game session record(s), specify only one of the following: a player session ID, a game session ID, or a player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, a PlayerSession object is returned for each session matching the request.

Available in Amazon GameLift Local.

", - "DescribeRuntimeConfiguration": "

Retrieves a fleet's runtime configuration settings. The runtime configuration tells Amazon GameLift which server processes to run (and how) on each instance in the fleet.

To get a runtime configuration, specify the fleet's unique identifier. If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift Fleets

Running Multiple Processes on a Fleet

Related operations

", - "DescribeScalingPolicies": "

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.

", - "DescribeScript": "

Retrieves properties for a Realtime script.

To request a script record, specify the script ID. If successful, an object containing the script properties is returned.

Learn more

Amazon GameLift Realtime Servers

Related operations

", - "DescribeVpcPeeringAuthorizations": "

Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.

", - "DescribeVpcPeeringConnections": "

Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.

To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.

", - "GetGameSessionLogUrl": "

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, Amazon GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.

See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.

", - "GetInstanceAccess": "

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.

To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, Amazon GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, Amazon GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation.

To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.

Learn more

Remotely Access Fleet Instances

Debug Fleet Issues

Related operations

", - "ListAliases": "

Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.

Returned aliases are not listed in any particular order.

", - "ListBuilds": "

Retrieves build resources for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.

Build resources are not listed in any particular order.

Learn more

Upload a Custom Server Build

Related operations

", - "ListFleets": "

Retrieves a collection of fleet resources for this AWS account. You can filter the result set to find only those fleets that are deployed with a specific build or script. Use the pagination parameters to retrieve results in sequential pages.

Fleet resources are not listed in a particular order.

Learn more

Setting up GameLift Fleets

Related operations

", - "ListGameServerGroups": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

GameLift FleetIQ Guide

Related operations

", - "ListGameServers": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

GameLift FleetIQ Guide

Related operations

", - "ListScripts": "

Retrieves script records for all Realtime scripts that are associated with the AWS account in use.

Learn more

Amazon GameLift Realtime Servers

Related operations

", - "ListTagsForResource": "

Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

To list tags for a resource, specify the unique ARN value for the resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related operations

", - "PutScalingPolicy": "

Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.

Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.

Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.

Target-based policy

A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.

For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.

To create or update a target-based policy, specify a fleet ID and name, and set the policy type to \"TargetBased\". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Rule-based policy

A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.

For example, a policy may make the following statement: \"If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%.\"

A policy's rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

To implement the example, the rule statement would look like this:

If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to \"RuleBased\". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

", - "RegisterGameServer": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.

To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response.

Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity.

Learn more

GameLift FleetIQ Guide

Related operations

", - "RequestUploadCredentials": "

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3

Related operations

", - "ResolveAlias": "

Retrieves the fleet ID that an alias is currently pointing to.

", - "ResumeGameServerGroup": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide

Related operations

", - "SearchGameSessions": "

Retrieves all active game sessions that match a set of search criteria and sorts them in a specified order. You can search or sort by the following game session attributes:

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

To search or sort, specify either a fleet ID or an alias ID, and provide a search filter expression, a sort expression, or both. If successful, a collection of GameSession objects matching the request is returned. Use the pagination parameters to retrieve results as a set of sequential pages.

You can search for game sessions one fleet at a time only. To find game sessions across multiple fleets, you must search each fleet separately and combine the results. This search feature finds only game sessions that are in ACTIVE status. To locate games in statuses other than active, use DescribeGameSessionDetails.

", - "StartFleetActions": "

Resumes activity on a fleet that was suspended with StopFleetActions. Currently, this operation is used to restart a fleet's auto-scaling activity.

To start fleet actions, specify the fleet ID and the type of actions to restart. When auto-scaling fleet actions are restarted, Amazon GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes.

Learn more

Setting up GameLift Fleets

Related operations

", - "StartGameSessionPlacement": "

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

", - "StartMatchBackfill": "

Finds new players to fill open slots in an existing game session. This operation can be used to add players to matched games that start with fewer than the maximum number of players or to replace players when they drop out. By backfilling with the same matchmaker used to create the original match, you ensure that new players meet the match criteria and maintain a consistent experience throughout the game session. You can backfill a match anytime after a game session has been created.

To request a match backfill, specify a unique ticket ID, the existing game session's ARN, a matchmaking configuration, and a set of data that describes all current players in the game session. If successful, a match backfill ticket is created and returned with status set to QUEUED. The ticket is placed in the matchmaker's ticket pool and processed. Track the status of the ticket to respond as needed.

The process of finding backfill matches is essentially identical to the initial matchmaking process. The matchmaker searches the pool and groups tickets together to form potential matches, allowing only one backfill ticket per potential match. Once the a match is formed, the matchmaker creates player sessions for the new players. All tickets in the match are updated with the game session's connection information, and the GameSession object is updated to include matchmaker data on the new players. For more detail on how match backfill requests are processed, see How Amazon GameLift FlexMatch Works.

Learn more

Backfill Existing Games with FlexMatch

How GameLift FlexMatch Works

Related operations

", - "StartMatchmaking": "

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. If you're also using GameLift hosting, a new game session is started for the matched players. Each matchmaking request identifies one or more players to find a match for, and specifies the type of match to build, including the team configuration and the rules for an acceptable match. When a matchmaking request identifies a group of players who want to play together, FlexMatch finds additional players to fill the match. Match type, rules, and other features are defined in a MatchmakingConfiguration.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. For each player, you must also include the player attribute values that are required by the matchmaking configuration (in the rule set). If successful, a matchmaking ticket is returned with status set to QUEUED.

Track the status of the ticket to respond as needed. If you're also using GameLift hosting, a successfully completed ticket contains game session connection information. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a Game Client

Set Up FlexMatch Event Notification

FlexMatch Integration Roadmap

How GameLift FlexMatch Works

Related operations

", - "StopFleetActions": "

Suspends activity on a fleet. Currently, this operation is used to stop a fleet's auto-scaling activity. It is used to temporarily stop triggering scaling events. The policies can be retained and auto-scaling activity can be restarted using StartFleetActions. You can view a fleet's stopped actions using DescribeFleetAttributes.

To stop fleet actions, specify the fleet ID and the type of actions to suspend. When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity.

Learn more

Setting up GameLift Fleets

Related operations

", - "StopGameSessionPlacement": "

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

", - "StopMatchmaking": "

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

Add FlexMatch to a Game Client

Related operations

", - "SuspendGameServerGroup": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide

Related operations

", - "TagResource": "

Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related operations

", - "UntagResource": "

Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related operations

", - "UpdateAlias": "

Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

", - "UpdateBuild": "

Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

Learn more

Upload a Custom Server Build

Related operations

", - "UpdateFleetAttributes": "

Updates fleet properties, including name and description, for a fleet. To update metadata, specify the fleet ID and the property values that you want to change. If successful, the fleet ID for the updated fleet is returned.

Learn more

Setting up GameLift Fleets

Related operations

", - "UpdateFleetCapacity": "

Updates capacity settings for a fleet. Use this operation to specify the number of EC2 instances (hosts) that you want this fleet to contain. Before calling this operation, you may want to call DescribeEC2InstanceLimits to get the maximum capacity based on the fleet's EC2 instance type.

Specify minimum and maximum number of instances. Amazon GameLift will not change fleet capacity to values fall outside of this range. This is particularly important when using auto-scaling (see PutScalingPolicy) to allow capacity to adjust based on player demand while imposing limits on automatic adjustments.

To update fleet capacity, specify the fleet ID and the number of instances you want the fleet to host. If successful, Amazon GameLift starts or terminates instances so that the fleet's active instance count matches the desired instance count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. If the desired instance count is higher than the instance type's limit, the \"Limit Exceeded\" exception occurs.

Learn more

Setting up GameLift Fleets

Related operations

", - "UpdateFleetPortSettings": "

Updates port settings for a fleet. To update settings, specify the fleet ID to be updated and list the permissions you want to update. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions. If successful, the fleet ID for the updated fleet is returned.

Learn more

Setting up GameLift Fleets

Related operations

", - "UpdateGameServer": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Updates information about a registered game server to help GameLift FleetIQ to track game server availability. This operation is called by a game server process that is running on an instance in a game server group.

Use this operation to update the following types of game server information. You can make all three types of updates in the same request:

Once a game server is successfully updated, the relevant statuses and timestamps are updated.

Learn more

GameLift FleetIQ Guide

Related operations

", - "UpdateGameServerGroup": "

This operation is used with the Amazon GameLift FleetIQ solution and game server groups.

Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.

To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned.

Learn more

GameLift FleetIQ Guide

Related operations

", - "UpdateGameSession": "

Updates game session properties. This includes the session name, maximum player count, protection policy, which controls whether or not an active game session can be terminated during a scale-down event, and the player session creation policy, which controls whether or not new players can join the session. To update a game session, specify the game session ID and the values you want to change. If successful, an updated GameSession object is returned.

", - "UpdateGameSessionQueue": "

Updates settings for a game session queue, which determines how new game session requests in the queue are processed. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

Learn more

Using Multi-Region Queues

Related operations

", - "UpdateMatchmakingConfiguration": "

Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.

Learn more

Design a FlexMatch Matchmaker

Related operations

", - "UpdateRuntimeConfiguration": "

Updates the current runtime configuration for the specified fleet, which tells Amazon GameLift how to launch server processes on instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in an ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration object with an updated set of server process configurations.

Each instance in a Amazon GameLift fleet checks regularly for an updated runtime configuration and changes how it launches server processes to comply with the latest version. Existing server processes are not affected by the update; runtime configuration changes are applied gradually as existing processes shut down and new processes are launched during Amazon GameLift's normal process recycling activity.

Learn more

Setting up GameLift Fleets

Related operations

", - "UpdateScript": "

Updates Realtime script metadata and content.

To update script metadata, specify the script ID and provide updated name and/or version values.

To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.

If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.

Learn more

Amazon GameLift Realtime Servers

Related operations

", - "ValidateMatchmakingRuleSet": "

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.

Learn more

Related operations

" + "AcceptMatch": "

Registers a player's acceptance or rejection of a proposed FlexMatch match. A matchmaking configuration may require player acceptance; if so, then matches built with that configuration cannot be completed unless all players accept the proposed match within a specified time limit.

When FlexMatch builds a match, all the matchmaking tickets involved in the proposed match are placed into status REQUIRES_ACCEPTANCE. This is a trigger for your game to get acceptance from all players in the ticket. Acceptances are only valid for tickets when they are in this status; all other acceptances result in an error.

To register acceptance, specify the ticket ID, a response, and one or more players. Once all players have registered acceptance, the matchmaking tickets advance to status PLACING, where a new game session is created for the match.

If any player rejects the match, or if acceptances are not received before a specified timeout, the proposed match is dropped. The matchmaking tickets are then handled in one of two ways: For tickets where one or more players rejected the match, the ticket status is returned to SEARCHING to find a new match. For tickets where one or more players failed to respond, the ticket status is set to CANCELLED, and processing is terminated. A new matchmaking request for these players can be submitted as needed.

Learn more

Add FlexMatch to a game client

FlexMatch events (reference)

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

", + "ClaimGameServer": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Locates an available game server and temporarily reserves it to host gameplay and players. This operation is called from a game client or client service (such as a matchmaker) to request hosting resources for a new game session. In response, GameLift FleetIQ locates an available game server, places it in CLAIMED status for 60 seconds, and returns connection information that players can use to connect to the game server.

To claim a game server, identify a game server group. You can also specify a game server ID, although this approach bypasses GameLift FleetIQ placement optimization. Optionally, include game data to pass to the game server at the start of a game session, such as a game map or player information.

When a game server is successfully claimed, connection information is returned. A claimed game server's utilization status remains AVAILABLE while the claim status is set to CLAIMED for up to 60 seconds. This time period gives the game server time to update its status to UTILIZED (using UpdateGameServer) once players join. If the game server's status is not updated within 60 seconds, the game server reverts to unclaimed status and is available to be claimed by another request. The claim time period is a fixed value and is not configurable.

If you try to claim a specific game server, this request will fail in the following cases:

When claiming a specific game server, this request will succeed even if the game server is running on an instance in DRAINING status. To avoid this, first check the instance status by calling DescribeGameServerInstances.

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

", + "CreateAlias": "

Creates an alias for a fleet. In most situations, you can use an alias ID in place of a fleet ID. An alias provides a level of abstraction for a fleet that is useful when redirecting player traffic from one fleet to another, such as when updating your game build.

Amazon GameLift supports two types of routing strategies for aliases: simple and terminal. A simple alias points to an active fleet. A terminal alias is used to display messaging or link to a URL instead of routing players to an active fleet. For example, you might use a terminal alias when a game version is no longer supported and you want to direct players to an upgrade site.

To create a fleet alias, specify an alias name, routing strategy, and optional description. Each simple alias can point to only one fleet, but a fleet can have multiple aliases. If successful, a new alias record is returned, including an alias ID and an ARN. You can reassign an alias to another fleet by calling UpdateAlias.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

", + "CreateBuild": "

Creates a new Amazon GameLift build resource for your game server binary files. Game server binaries must be combined into a zip file for use with Amazon GameLift.

When setting up a new game build for GameLift, we recommend using the AWS CLI command upload-build . This helper command combines two tasks: (1) it uploads your build files from a file directory to a GameLift Amazon S3 location, and (2) it creates a new build resource.

The CreateBuild operation can used in the following scenarios:

If successful, this operation creates a new build resource with a unique build ID and places it in INITIALIZED status. A build must be in READY status before you can create fleets with it.

Learn more

Uploading Your Game

Create a Build with Files in Amazon S3

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

", + "CreateFleet": "

Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to host your custom game server or Realtime Servers. Use this operation to configure the computing resources for your fleet and provide instructions for running game servers on each instance.

Most GameLift fleets can deploy instances to multiple locations, including the home Region (where the fleet is created) and an optional set of remote locations. Fleets that are created in the following AWS Regions support multiple locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and ap-northeast-2 (Seoul). Fleets that created in other GameLift Regions can have instances in the fleet Region only. All instances deployed to fleet locations use the same configuration.

To create a fleet, choose the hardware for your instances, specify a game server build or Realtime script to deploy, and provide a runtime configuration to direct GameLift how to start and run game servers on each instance in the fleet. Set permissions for inbound traffic to your game servers, and enable optional features as needed. When creating a multi-location fleet, provide a list of additional remote locations.

If successful, this operation creates a new Fleet resource and places it in NEW status, which prompts GameLift to initiate the fleet creation workflow. You can track fleet creation by checking fleet status using DescribeFleetAttributes and DescribeFleetLocationAttributes/, or by monitoring fleet creation events using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, you can enable automatic scaling for the fleet with PutScalingPolicy and set capacity for the home Region with UpdateFleetCapacity. When the status of each remote location reaches ACTIVE, you can set capacity by location using UpdateFleetCapacity.

Learn more

Setting up fleets

Debug fleet creation issues

Multi-location fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

", + "CreateFleetLocations": "

Adds remote locations to a fleet and begins populating the new locations with EC2 instances. The new instances conform to the fleet's instance type, auto-scaling, and other configuration settings.

This operation cannot be used with fleets that don't support remote locations. Fleets can have multiple locations only if they reside in AWS Regions that support this feature (see CreateFleet for the complete list) and were created after the feature was released in March 2021.

To add fleet locations, specify the fleet to be updated and provide a list of one or more locations.

If successful, this operation returns the list of added locations with their status set to NEW. GameLift initiates the process of starting an instance in each added location. You can track the status of each new location by monitoring location creation events using DescribeFleetEvents. Alternatively, you can poll location status by calling DescribeFleetLocationAttributes. After a location status becomes ACTIVE, you can adjust the location's capacity as needed with UpdateFleetCapacity.

Learn more

Setting up fleets

Multi-location fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

", + "CreateGameServerGroup": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Creates a GameLift FleetIQ game server group for managing game hosting on a collection of Amazon EC2 instances for game hosting. This operation creates the game server group, creates an Auto Scaling group in your AWS account, and establishes a link between the two groups. You can view the status of your game server groups in the GameLift console. Game server group metrics and events are emitted to Amazon CloudWatch.

Before creating a new game server group, you must have the following:

To create a new game server group, specify a unique group name, IAM role and Amazon EC2 launch template, and provide a list of instance types that can be used in the group. You must also set initial maximum and minimum limits on the group's instance count. You can optionally set an Auto Scaling policy with target tracking based on a GameLift FleetIQ metric.

Once the game server group and corresponding Auto Scaling group are created, you have full access to change the Auto Scaling group's configuration as needed. Several properties that are set when creating a game server group, including maximum/minimum size and auto-scaling policy settings, must be updated directly in the Auto Scaling group. Keep in mind that some Auto Scaling group properties are periodically updated by GameLift FleetIQ as part of its balancing activities to optimize for availability and cost.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

", + "CreateGameSession": "

Creates a multiplayer game session for players in a specific fleet location. This operation prompts an available server process to start a game session and retrieves connection information for the new game session. As an alternative, consider using the GameLift game session placement feature with

with StartGameSessionPlacement, which uses FleetIQ algorithms and queues to optimize the placement process.

When creating a game session, you specify exactly where you want to place it and provide a set of game session configuration settings. The fleet must be in ACTIVE status before a game session can be created in it.

This operation can be used in the following ways:

If successful, a workflow is initiated to start a new game session. A GameSession object is returned containing the game session configuration and status. When the status is ACTIVE, game session connection information is provided and player sessions can be created for the game session. By default, newly created game sessions are open to new players. You can restrict new player access by using UpdateGameSession to change the game session's player session creation policy.

Game session logs are retained for all active game sessions for 14 days. To access the logs, call GetGameSessionLogUrl to download the log files.

Available in GameLift Local.

Learn more

Start a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", + "CreateGameSessionQueue": "

Creates a placement queue that processes requests for new game sessions. A queue uses FleetIQ algorithms to determine the best placement locations and find an available game server there, then prompts the game server process to start a new game session.

A game session queue is configured with a set of destinations (GameLift fleets or aliases), which determine the locations where the queue can place new game sessions. These destinations can span multiple fleet types (Spot and On-Demand), instance types, and AWS Regions. If the queue includes multi-location fleets, the queue is able to place game sessions in all of a fleet's remote locations. You can opt to filter out individual locations if needed.

The queue configuration also determines how FleetIQ selects the best available placement for a new game session. Before searching for an available game server, FleetIQ first prioritizes the queue's destinations and locations, with the best placement locations on top. You can set up the queue to use the FleetIQ default prioritization or provide an alternate set of priorities.

To create a new queue, provide a name, timeout value, and a list of destinations. Optionally, specify a sort configuration and/or a filter, and define a set of latency cap policies.

If successful, a new GameSessionQueue object is returned with an assigned queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement or StartMatchmaking, reference a queue's name or ARN.

Learn more

Design a game session queue

Create a game session queue

Related actions

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task

", + "CreateMatchmakingConfiguration": "

Defines a new matchmaking configuration for use with FlexMatch. Whether your are using FlexMatch with GameLift hosting or as a standalone matchmaking service, the matchmaking configuration sets out rules for matching players and forming teams. If you're also using GameLift hosting, it defines how to start game sessions for each match. Your matchmaking system can use multiple configurations to handle different game scenarios. All matchmaking requests (StartMatchmaking or StartMatchBackfill) identify the matchmaking configuration to use and provide player attributes consistent with that configuration.

To create a matchmaking configuration, you must provide the following: configuration name and FlexMatch mode (with or without GameLift hosting); a rule set that specifies how to evaluate players and find acceptable matches; whether player acceptance is required; and the maximum time allowed for a matchmaking attempt. When using FlexMatch with GameLift hosting, you also need to identify the game session queue to use when starting a game session for the match.

In addition, you must set up an Amazon Simple Notification Service (SNS) to receive matchmaking notifications, and provide the topic ARN in the matchmaking configuration. An alternative method, continuously polling ticket status with DescribeMatchmaking, is only suitable for games in development with low matchmaking usage.

Learn more

Design a FlexMatch matchmaker

Set up FlexMatch event notification

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

", + "CreateMatchmakingRuleSet": "

Creates a new rule set for FlexMatch matchmaking. A rule set describes the type of match to create, such as the number and size of teams. It also sets the parameters for acceptable player matches, such as minimum skill level or character type. A rule set is used by a MatchmakingConfiguration.

To create a matchmaking rule set, provide unique rule set name and the rule set body in JSON format. Rule sets must be defined in the same Region as the matchmaking configuration they are used with.

Since matchmaking rule sets cannot be edited, it is a good idea to check the rule set syntax using ValidateMatchmakingRuleSet before creating a new rule set.

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

", + "CreatePlayerSession": "

Reserves an open player slot in a game session for a player. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. You can add a group of players to a game session with CreatePlayerSessions.

To create a player session, specify a game session ID, player ID, and optionally a set of player data.

If successful, a slot is reserved in the game session for the player and a new PlayerSession object is returned with a player session ID. The player references the player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

", + "CreatePlayerSessions": "

Reserves open slots in a game session for a group of players. New player sessions can be created in any game session with an open slot that is in ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single player to a game session, use CreatePlayerSession.

To create player sessions, specify a game session ID and a list of player IDs. Optionally, provide a set of player data for each player ID.

If successful, a slot is reserved in the game session for each player, and new PlayerSession objects are returned with player session IDs. Each player references their player session ID when sending a connection request to the game session, and the game server can use it to validate the player reservation with the GameLift service. Player sessions cannot be updated.

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

", + "CreateScript": "

Creates a new script record for your Realtime Servers script. Realtime scripts are JavaScript that provide configuration settings and optional custom game logic for your game. The script is deployed when you create a Realtime Servers fleet to host your game sessions. Script logic is executed during an active game session.

To create a new script record, specify a script name and provide the script file(s). The script files and all dependencies must be zipped into a single file. You can pull the zip file from either of these locations:

If the call is successful, a new script record is created with a unique script ID. If the script file is provided as a local file, the file is uploaded to an Amazon GameLift-owned S3 bucket and the script record's storage location reflects this location. If the script file is provided as an S3 bucket, Amazon GameLift accesses the file at this storage location as needed for deployment.

Learn more

Amazon GameLift Realtime Servers

Set Up a Role for Amazon GameLift Access

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

", + "CreateVpcPeeringAuthorization": "

Requests authorization to create or delete a peer connection between the VPC for your Amazon GameLift fleet and a virtual private cloud (VPC) in your AWS account. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. Once you've received authorization, call CreateVpcPeeringConnection to establish the peering connection. For more information, see VPC Peering with Amazon GameLift Fleets.

You can peer with VPCs that are owned by any AWS account you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions.

To request authorization to create a connection, call this operation from the AWS account with the VPC that you want to peer to your Amazon GameLift fleet. For example, to enable your game servers to retrieve data from a DynamoDB table, use the account that manages that DynamoDB resource. Identify the following values: (1) The ID of the VPC that you want to peer with, and (2) the ID of the AWS account that you use to manage Amazon GameLift. If successful, VPC peering is authorized for the specified VPC.

To request authorization to delete a connection, call this operation from the AWS account with the VPC that is peered with your Amazon GameLift fleet. Identify the following values: (1) VPC ID that you want to delete the peering connection for, and (2) ID of the AWS account that you use to manage Amazon GameLift.

The authorization remains valid for 24 hours unless it is canceled by a call to DeleteVpcPeeringAuthorization. You must create or delete the peering connection while the authorization is valid.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

", + "CreateVpcPeeringConnection": "

Establishes a VPC peering connection between a virtual private cloud (VPC) in an AWS account with the VPC for your Amazon GameLift fleet. VPC peering enables the game servers on your fleet to communicate directly with other AWS resources. You can peer with VPCs in any AWS account that you have access to, including the account that you use to manage your Amazon GameLift fleets. You cannot peer with VPCs that are in different Regions. For more information, see VPC Peering with Amazon GameLift Fleets.

Before calling this operation to establish the peering connection, you first need to call CreateVpcPeeringAuthorization and identify the VPC you want to peer with. Once the authorization for the specified VPC is issued, you have 24 hours to establish the connection. These two operations handle all tasks necessary to peer the two VPCs, including acceptance, updating routing tables, etc.

To establish the connection, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the following values: (1) The ID of the fleet you want to be enable a VPC peering connection for; (2) The AWS account with the VPC that you want to peer with; and (3) The ID of the VPC you want to peer with. This operation is asynchronous. If successful, a VpcPeeringConnection request is created. You can use continuous polling to track the request's status using DescribeVpcPeeringConnections, or by monitoring fleet events for success or failure using DescribeFleetEvents.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

", + "DeleteAlias": "

Deletes an alias. This operation removes all record of the alias. Game clients attempting to access a server process using the deleted alias receive an error. To delete an alias, specify the alias ID to be deleted.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

", + "DeleteBuild": "

Deletes a build. This operation permanently deletes the build resource and any uploaded build files. Deleting a build does not affect the status of any active fleets using the build, but you can no longer create new fleets with the deleted build.

To delete a build, specify the build ID.

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

", + "DeleteFleet": "

Deletes all resources and information related a fleet. Any current fleet instances, including those in remote locations, are shut down. You don't need to call DeleteFleetLocations separately.

If the fleet being deleted has a VPC peering connection, you first need to get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. You do not need to explicitly delete the VPC peering connection--this is done as part of the delete fleet process.

To delete a fleet, specify the fleet ID to be terminated. During the deletion process the fleet status is changed to DELETING. When completed, the status switches to TERMINATED and the fleet event FLEET_DELETED is sent.

Learn more

Setting up GameLift Fleets

Related actions

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task

", + "DeleteFleetLocations": "

Removes locations from a multi-location fleet. When deleting a location, all game server process and all instances that are still active in the location are shut down.

To delete fleet locations, identify the fleet ID and provide a list of the locations to be deleted.

If successful, GameLift sets the location status to DELETING, and begins to shut down existing server processes and terminate instances in each location being deleted. When completed, the location status changes to TERMINATED.

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

", + "DeleteGameServerGroup": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Terminates a game server group and permanently deletes the game server group record. You have several options for how these resources are impacted when deleting the game server group. Depending on the type of delete operation selected, this operation might affect these resources:

To delete a game server group, identify the game server group to delete and specify the type of delete operation to initiate. Game server groups can only be deleted if they are in ACTIVE or ERROR status.

If the delete request is successful, a series of operations are kicked off. The game server group status is changed to DELETE_SCHEDULED, which prevents new game servers from being registered and stops automatic scaling activity. Once all game servers in the game server group are deregistered, GameLift FleetIQ can begin deleting resources. If any of the delete operations fail, the game server group is placed in ERROR status.

GameLift FleetIQ emits delete events to Amazon CloudWatch.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

", + "DeleteGameSessionQueue": "

Deletes a game session queue. Once a queue is successfully deleted, unfulfilled StartGameSessionPlacement requests that reference the queue will fail. To delete a queue, specify the queue name.

Learn more

Using Multi-Region Queues

Related actions

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task

", + "DeleteMatchmakingConfiguration": "

Permanently removes a FlexMatch matchmaking configuration. To delete, specify the configuration name. A matchmaking configuration cannot be deleted if it is being used in any active matchmaking tickets.

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

", + "DeleteMatchmakingRuleSet": "

Deletes an existing matchmaking rule set. To delete the rule set, provide the rule set name. Rule sets cannot be deleted if they are currently being used by a matchmaking configuration.

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

", + "DeleteScalingPolicy": "

Deletes a fleet scaling policy. Once deleted, the policy is no longer in force and GameLift removes all record of it. To delete a scaling policy, specify both the scaling policy name and the fleet ID it is associated with.

To temporarily suspend scaling policies, call StopFleetActions. This operation suspends all policies for the fleet.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

", + "DeleteScript": "

Deletes a Realtime script. This operation permanently deletes the script record. If script files were uploaded, they are also deleted (files stored in an S3 bucket are not deleted).

To delete a script, specify the script ID. Before deleting a script, be sure to terminate all fleets that are deployed with the script being deleted. Fleet instances periodically check for script updates, and if the script record no longer exists, the instance will go into an error state and be unable to host game sessions.

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

", + "DeleteVpcPeeringAuthorization": "

Cancels a pending VPC peering authorization for the specified VPC. If you need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

", + "DeleteVpcPeeringConnection": "

Removes a VPC peering connection. To delete the connection, you must have a valid authorization for the VPC peering connection that you want to delete. You can check for an authorization by calling DescribeVpcPeeringAuthorizations or request a new one using CreateVpcPeeringAuthorization.

Once a valid authorization exists, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Identify the connection to delete by the connection ID and fleet ID. If successful, the connection is removed.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

", + "DeregisterGameServer": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Removes the game server from a game server group. As a result of this operation, the deregistered game server can no longer be claimed and will not be returned in a list of active game servers.

To deregister a game server, specify the game server group and game server ID. If successful, this operation emits a CloudWatch event with termination timestamp and reason.

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

", + "DescribeAlias": "

Retrieves properties for an alias. This operation returns all alias metadata and settings. To get an alias's target fleet ID only, use ResolveAlias.

To get alias properties, specify the alias ID. If successful, the requested alias record is returned.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

", + "DescribeBuild": "

Retrieves properties for a custom game build. To request a build resource, specify a build ID. If successful, an object containing the build properties is returned.

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

", + "DescribeEC2InstanceLimits": "

The GameLift service limits and current utilization for an AWS Region or location. Instance limits control the number of instances, per instance type, per location, that your AWS account can use. Learn more at Amazon EC2 Instance Types. The information returned includes the maximum number of instances allowed and your account's current usage across all fleets. This information can affect your ability to scale your GameLift fleets. You can request a limit increase for your account by using the Service limits page in the GameLift console.

Instance limits differ based on whether the instances are deployed in a fleet's home Region or in a remote location. For remote locations, limits also differ based on the combination of home Region and remote location. All requests must specify an AWS Region (either explicitly or as your default settings). To get the limit for a remote location, you must also specify the location. For example, the following requests all return different results:

This operation can be used in the following ways:

If successful, an EC2InstanceLimits object is returned with limits and usage data for each requested instance type.

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

", + "DescribeFleetAttributes": "

Retrieves core fleet-wide properties, including the computing hardware and deployment configuration for all instances in the fleet.

This operation can be used in the following ways:

When requesting attributes for multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetAttributes object is returned for each fleet requested, unless the fleet identifier is not found.

Some API operations limit the number of fleet IDs that allowed in one request. If a request exceeds this limit, the request fails and the error message contains the maximum allowed number.

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

", + "DescribeFleetCapacity": "

Retrieves the resource capacity settings for one or more fleets. The data returned includes the current fleet capacity (number of EC2 instances), and settings that can control how capacity scaling. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationCapacity to get capacity settings for a fleet's remote locations.

This operation can be used in the following ways:

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetCapacity object is returned for each requested fleet ID. Each FleetCapacity object includes a Location property, which is set to the fleet's home Region. When a list of fleet IDs is provided, attribute objects are returned only for fleets that currently exist.

Some API operations may limit the number of fleet IDs that are allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up GameLift fleets

GameLift metrics for fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

", + "DescribeFleetEvents": "

Retrieves entries from a fleet's event log. Fleet events are initiated by changes in status, such as during fleet creation and termination, changes in capacity, etc. If a fleet has multiple locations, events are also initiated by changes to status and capacity in remote locations.

You can specify a time range to limit the result set. Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a collection of event log entries matching the request are returned.

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

", + "DescribeFleetLocationAttributes": "

Retrieves information on a fleet's remote locations, including life-cycle status and any suspended fleet activity.

This operation can be used in the following ways:

When requesting attributes for multiple locations, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a LocationAttributes object is returned for each requested location. If the fleet does not have a requested location, no information is returned. This operation does not return the home Region. To get information on a fleet's home Region, call DescribeFleetAttributes.

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

", + "DescribeFleetLocationCapacity": "

Retrieves the resource capacity settings for a fleet location. The data returned includes the current capacity (number of EC2 instances) and some scaling settings for the requested fleet location. Use this operation to retrieve capacity information for a fleet's remote location or home Region (you can also retrieve home Region capacity by calling DescribeFleetCapacity).

To retrieve capacity data, identify a fleet and location.

If successful, a FleetCapacity object is returned for the requested fleet location.

Learn more

Setting up GameLift fleets

GameLift metrics for fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

", + "DescribeFleetLocationUtilization": "

Retrieves current usage data for a fleet location. Utilization data provides a snapshot of current game hosting activity at the requested location. Use this operation to retrieve utilization information for a fleet's remote location or home Region (you can also retrieve home Region utilization by calling DescribeFleetUtilization).

To retrieve utilization data, identify a fleet and location.

If successful, a FleetUtilization object is returned for the requested fleet location.

Learn more

Setting up GameLift fleets

GameLift metrics for fleets

Related actions

CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations | All APIs by task

", + "DescribeFleetPortSettings": "

Retrieves a fleet's inbound connection permissions. Connection permissions specify the range of IP addresses and port settings that incoming traffic can use to access server processes in the fleet. Game sessions that are running on instances in the fleet must use connections that fall in this range.

This operation can be used in the following ways:

If successful, a set of IpPermission objects is returned for the requested fleet ID. When a location is specified, a pending status is included. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

", + "DescribeFleetUtilization": "

Retrieves utilization statistics for one or more fleets. Utilization data provides a snapshot of how the fleet's hosting resources are currently being used. For fleets with remote locations, this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationUtilization to get utilization statistics for a fleet's remote locations.

This operation can be used in the following ways:

When requesting multiple fleets, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a FleetUtilization object is returned for each requested fleet ID, unless the fleet identifier is not found. Each fleet utilization object includes a Location property, which is set to the fleet's home Region.

Some API operations may limit the number of fleet IDs allowed in one request. If a request exceeds this limit, the request fails and the error message includes the maximum allowed.

Learn more

Setting up GameLift Fleets

GameLift Metrics for Fleets

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

", + "DescribeGameServer": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves information for a registered game server. Information includes game server status, health check info, and the instance that the game server is running on.

To retrieve game server information, specify the game server ID. If successful, the requested game server object is returned.

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

", + "DescribeGameServerGroup": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves information on a game server group. This operation returns only properties related to GameLift FleetIQ. To view or update properties for the corresponding Auto Scaling group, such as launch template, auto scaling policies, and maximum/minimum group size, access the Auto Scaling group directly.

To get attributes for a game server group, provide a group name or ARN value. If successful, a GameServerGroup object is returned.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

", + "DescribeGameServerInstances": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves status information about the Amazon EC2 instances associated with a GameLift FleetIQ game server group. Use this operation to detect when instances are active or not available to host new game servers. If you are looking for instance configuration information, call DescribeGameServerGroup or access the corresponding Auto Scaling group properties.

To request status for all instances in the game server group, provide a game server group ID only. To request status for specific instances, provide the game server group ID and one or more instance IDs. Use the pagination parameters to retrieve results in sequential segments. If successful, a collection of GameServerInstance objects is returned.

This operation is not designed to be called with every game server claim request; this practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, cache the results and refresh your cache no more than once every 10 seconds.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

", + "DescribeGameSessionDetails": "

Retrieves additional game session properties, including the game session protection policy in force, a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve all game session properties, use DescribeGameSessions.

This operation can be used in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSessionDetail object is returned for each game session that matches the request.

Learn more

Find a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", + "DescribeGameSessionPlacement": "

Retrieves information, including current status, about a game session placement request.

To get game session placement details, specify the placement ID.

If successful, a GameSessionPlacement object is returned.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", + "DescribeGameSessionQueues": "

Retrieves the properties for one or more game session queues. When requesting multiple queues, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a GameSessionQueue object is returned for each requested queue. When specifying a list of queues, objects are returned only for queues that currently exist in the Region.

Learn more

View Your Queues

Related actions

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task

", + "DescribeGameSessions": "

Retrieves a set of one or more game sessions in a specific fleet location. You can optionally filter the results by current game session status. Alternatively, use SearchGameSessions to request a set of active game sessions that are filtered by certain criteria. To retrieve the protection policy for game sessions, use DescribeGameSessionDetails.

This operation can be used in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request.

Available in GameLift Local.

Learn more

Find a game session

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", + "DescribeInstances": "

Retrieves information about a fleet's instances, including instance IDs, connection data, and status.

This operation can be used in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, an Instance object is returned for each requested instance. Instances are not returned in any particular order.

Learn more

Remotely Access Fleet Instances

Debug Fleet Issues

Related actions

DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task

", + "DescribeMatchmaking": "

Retrieves one or more matchmaking tickets. Use this operation to retrieve ticket information, including--after a successful match is made--connection information for the resulting new game session.

To request matchmaking tickets, provide a list of up to 10 ticket IDs. If the request is successful, a ticket object is returned for each requested ID that currently exists.

This operation is not designed to be continually called to track matchmaking ticket status. This practice can cause you to exceed your API limit, which results in errors. Instead, as a best practice, set up an Amazon Simple Notification Service (SNS) to receive notifications, and provide the topic ARN in the matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking should only be used for games in development with low matchmaking usage.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

", + "DescribeMatchmakingConfigurations": "

Retrieves the details of FlexMatch matchmaking configurations.

This operation offers the following options: (1) retrieve all matchmaking configurations, (2) retrieve configurations for a specified list, or (3) retrieve all configurations that use a specified rule set name. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a configuration is returned for each requested name. When specifying a list of names, only configurations that currently exist are returned.

Learn more

Setting up FlexMatch matchmakers

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

", + "DescribeMatchmakingRuleSets": "

Retrieves the details for FlexMatch matchmaking rule sets. You can request all existing rule sets for the Region, or provide a list of one or more rule set names. When requesting multiple items, use the pagination parameters to retrieve results as a set of sequential pages. If successful, a rule set is returned for each requested name.

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

", + "DescribePlayerSessions": "

Retrieves properties for one or more player sessions.

This action can be used in the following ways:

To request player sessions, specify either a player session ID, game session ID, or player ID. You can filter this request by player session status. Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a PlayerSession object is returned for each session that matches the request.

Available in Amazon GameLift Local.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

", + "DescribeRuntimeConfiguration": "

Retrieves a fleet's runtime configuration settings. The runtime configuration tells GameLift which server processes to run (and how) on each instance in the fleet.

To get the runtime configuration that is currently in forces for a fleet, provide the fleet ID.

If successful, a RuntimeConfiguration object is returned for the requested fleet. If the requested fleet has been deleted, the result set is empty.

Learn more

Setting up GameLift fleets

Running multiple processes on a fleet

Related actions

ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies | All APIs by task

", + "DescribeScalingPolicies": "

Retrieves all scaling policies applied to a fleet.

To get a fleet's scaling policies, specify the fleet ID. You can filter this request by policy status, such as to retrieve only active scaling policies. Use the pagination parameters to retrieve results as a set of sequential pages. If successful, set of ScalingPolicy objects is returned for the fleet.

A fleet may have all of its scaling policies suspended (StopFleetActions). This operation does not affect the status of the scaling policies, which remains ACTIVE. To see whether a fleet's scaling policies are in force or suspended, call DescribeFleetAttributes and check the stopped actions.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

", + "DescribeScript": "

Retrieves properties for a Realtime script.

To request a script record, specify the script ID. If successful, an object containing the script properties is returned.

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

", + "DescribeVpcPeeringAuthorizations": "

Retrieves valid VPC peering authorizations that are pending for the AWS account. This operation returns all VPC peering authorizations and requests for peering. This includes those initiated and received by this account.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

", + "DescribeVpcPeeringConnections": "

Retrieves information on VPC peering connections. Use this operation to get peering information for all fleets or for one specific fleet ID.

To retrieve connection information, call this operation from the AWS account that is used to manage the Amazon GameLift fleets. Specify a fleet ID or leave the parameter empty to retrieve all connection records. If successful, the retrieved information includes both active and pending connections. Active connections identify the IpV4 CIDR block that the VPC uses to connect.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

", + "GetGameSessionLogUrl": "

Retrieves the location of stored game session logs for a specified game session. When a game session is terminated, GameLift automatically stores the logs in Amazon S3 and retains them for 14 days. Use this URL to download the logs.

See the AWS Service Limits page for maximum log file sizes. Log files that exceed this limit are not saved.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", + "GetInstanceAccess": "

Requests remote access to a fleet instance. Remote access is useful for debugging, gathering benchmarking data, or observing activity in real time.

To remotely access an instance, you need credentials that match the operating system of the instance. For a Windows instance, GameLift returns a user name and password as strings for use with a Windows Remote Desktop client. For a Linux instance, GameLift returns a user name and RSA private key, also as strings, for use with an SSH client. The private key must be saved in the proper format to a .pem file before using. If you're making this request using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess request, as shown in one of the examples for this operation.

To request access to a specific instance, specify the IDs of both the instance and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling DescribeInstances. If successful, an InstanceAccess object is returned that contains the instance's IP address and a set of credentials.

Learn more

Remotely Access Fleet Instances

Debug Fleet Issues

Related actions

DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs by task

", + "ListAliases": "

Retrieves all aliases for this AWS account. You can filter the result set by alias name and/or routing strategy type. Use the pagination parameters to retrieve results in sequential pages.

Returned aliases are not listed in any particular order.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

", + "ListBuilds": "

Retrieves build resources for all builds associated with the AWS account in use. You can limit results to builds that are in a specific status by using the Status parameter. Use the pagination parameters to retrieve results in a set of sequential pages.

Build resources are not listed in any particular order.

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

", + "ListFleets": "

Retrieves a collection of fleet resources in an AWS Region. You can call this operation to get fleets in a previously selected default Region (see https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.htmlor specify a Region in your request. You can filter the result set to find only those fleets that are deployed with a specific build or script. For fleets that have multiple locations, this operation retrieves fleets based on their home Region only.

This operation can be used in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a list of fleet IDs that match the request parameters is returned. A NextToken value is also returned if there are more result pages to retrieve.

Fleet resources are not listed in a particular order.

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

", + "ListGameServerGroups": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves information on all game servers groups that exist in the current AWS account for the selected Region. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

", + "ListGameServers": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Retrieves information on all game servers that are currently active in a specified game server group. You can opt to sort the list by game server age. Use the pagination parameters to retrieve results in a set of sequential segments.

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

", + "ListScripts": "

Retrieves script records for all Realtime scripts that are associated with the AWS account in use.

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

", + "ListTagsForResource": "

Retrieves all tags that are assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

To list tags for a resource, specify the unique ARN value for the resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

", + "PutScalingPolicy": "

Creates or updates a scaling policy for a fleet. Scaling policies are used to automatically scale a fleet's hosting capacity to meet player demand. An active scaling policy instructs Amazon GameLift to track a fleet metric and automatically change the fleet's capacity when a certain threshold is reached. There are two types of scaling policies: target-based and rule-based. Use a target-based policy to quickly and efficiently manage fleet scaling; this option is the most commonly used. Use rule-based policies when you need to exert fine-grained control over auto-scaling.

Fleets can have multiple scaling policies of each type in force at the same time; you can have one target-based policy, one or multiple rule-based scaling policies, or both. We recommend caution, however, because multiple auto-scaling policies can have unintended consequences.

You can temporarily suspend all scaling policies for a fleet by calling StopFleetActions with the fleet action AUTO_SCALING. To resume scaling policies, call StartFleetActions with the same fleet action. To stop just one scaling policy--or to permanently remove it, you must delete the policy with DeleteScalingPolicy.

Learn more about how to work with auto-scaling in Set Up Fleet Automatic Scaling.

Target-based policy

A target-based policy tracks a single metric: PercentAvailableGameSessions. This metric tells us how much of a fleet's hosting capacity is ready to host game sessions but is not currently in use. This is the fleet's buffer; it measures the additional player demand that the fleet could handle at current capacity. With a target-based policy, you set your ideal buffer size and leave it to Amazon GameLift to take whatever action is needed to maintain that target.

For example, you might choose to maintain a 10% buffer for a fleet that has the capacity to host 100 simultaneous game sessions. This policy tells Amazon GameLift to take action whenever the fleet's available capacity falls below or rises above 10 game sessions. Amazon GameLift will start new instances or stop unused instances in order to return to the 10% buffer.

To create or update a target-based policy, specify a fleet ID and name, and set the policy type to \"TargetBased\". Specify the metric to track (PercentAvailableGameSessions) and reference a TargetConfiguration object with your desired buffer value. Exclude all other parameters. On a successful request, the policy name is returned. The scaling policy is automatically in force as soon as it's successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Rule-based policy

A rule-based policy tracks specified fleet metric, sets a threshold value, and specifies the type of action to initiate when triggered. With a rule-based policy, you can select from several available fleet metrics. Each policy specifies whether to scale up or scale down (and by how much), so you need one policy for each type of action.

For example, a policy may make the following statement: \"If the percentage of idle instances is greater than 20% for more than 15 minutes, then reduce the fleet capacity by 10%.\"

A policy's rule statement has the following structure:

If [MetricName] is [ComparisonOperator] [Threshold] for [EvaluationPeriods] minutes, then [ScalingAdjustmentType] to/by [ScalingAdjustment].

To implement the example, the rule statement would look like this:

If [PercentIdleInstances] is [GreaterThanThreshold] [20] for [15] minutes, then [PercentChangeInCapacity] to/by [10].

To create or update a scaling policy, specify a unique combination of name and fleet ID, and set the policy type to \"RuleBased\". Specify the parameter values for a policy rule statement. On a successful request, the policy name is returned. Scaling policies are automatically in force as soon as they're successfully created. If the fleet's auto-scaling actions are temporarily suspended, the new policy will be in force once the fleet actions are restarted.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

", + "RegisterGameServer": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Creates a new game server resource and notifies GameLift FleetIQ that the game server is ready to host gameplay and players. This operation is called by a game server process that is running on an instance in a game server group. Registering game servers enables GameLift FleetIQ to track available game servers and enables game clients and services to claim a game server for a new game session.

To register a game server, identify the game server group and instance where the game server is running, and provide a unique identifier for the game server. You can also include connection and game server data. When a game client or service requests a game server by calling ClaimGameServer, this information is returned in the response.

Once a game server is successfully registered, it is put in status AVAILABLE. A request to register a game server may fail if the instance it is running on is in the process of shutting down as part of instance balancing or scale-down activity.

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

", + "RequestUploadCredentials": "

Retrieves a fresh set of credentials for use when uploading a new set of game build files to Amazon GameLift's Amazon S3. This is done as part of the build creation process; see CreateBuild.

To request new credentials, specify the build ID as returned with an initial CreateBuild request. If successful, a new set of credentials are returned, along with the S3 storage location associated with the build ID.

Learn more

Create a Build with Files in S3

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

", + "ResolveAlias": "

Retrieves the fleet ID that an alias is currently pointing to.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

", + "ResumeGameServerGroup": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Reinstates activity on a game server group after it has been suspended. A game server group might be suspended by theSuspendGameServerGroup operation, or it might be suspended involuntarily due to a configuration problem. In the second case, you can manually resume activity on the group once the configuration problem has been resolved. Refer to the game server group status and status reason for more information on why group activity is suspended.

To resume activity, specify a game server group ARN and the type of activity to be resumed. If successful, a GameServerGroup object is returned showing that the resumed activity is no longer listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

", + "SearchGameSessions": "

Retrieves all active game sessions that match a set of search criteria and sorts them into a specified order.

When searching for game sessions, you specify exactly where you want to search and provide a search filter expression, a sort expression, or both. A search request can search only one fleet, but it can search all of a fleet's locations.

This operation can be used in the following ways:

Use the pagination parameters to retrieve results as a set of sequential pages.

If successful, a GameSession object is returned for each game session that matches the request. Search finds game sessions that are in ACTIVE status only. To retrieve information on game sessions in other statuses, use DescribeGameSessions.

You can search or sort by the following game session attributes:

Returned values for playerSessionCount and hasAvailablePlayerSessions change quickly as players join sessions and others drop out. Results should be considered a snapshot in time. Be sure to refresh search results often, and handle sessions that fill up before a player can join.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", + "StartFleetActions": "

Resumes certain types of activity on fleet instances that were suspended with StopFleetActions. For multi-location fleets, fleet actions are managed separately for each location. Currently, this operation is used to restart a fleet's auto-scaling activity.

This operation can be used in the following ways:

If successful, GameLift once again initiates scaling events as triggered by the fleet's scaling policies. If actions on the fleet location were never stopped, this operation will have no effect. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes.

Learn more

Setting up GameLift fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

", + "StartGameSessionPlacement": "

Places a request for a new game session in a queue (see CreateGameSessionQueue). When processing a placement request, Amazon GameLift searches for available resources on the queue's destinations, scanning each until it finds resources or the placement request times out.

A game session placement request can also request player sessions. When a new game session is successfully created, Amazon GameLift creates a player session for each player included in the request.

When placing a game session, by default Amazon GameLift tries each fleet in the order they are listed in the queue configuration. Ideally, a queue's destinations are listed in preference order.

Alternatively, when requesting a game session with players, you can also provide latency data for each player in relevant Regions. Latency data indicates the performance lag a player experiences when connected to a fleet in the Region. Amazon GameLift uses latency data to reorder the list of destinations to place the game session in a Region with minimal lag. If latency data is provided for multiple players, Amazon GameLift calculates each Region's average lag for all players and reorders to get the best game play across all players.

To place a new game session request, specify the following:

If successful, a new game session placement is created.

To track the status of a placement request, call DescribeGameSessionPlacement and check the request's status. If the status is FULFILLED, a new game session has been created and a game session ARN and Region are referenced. If the placement request times out, you can resubmit the request or retry it with a different queue.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", + "StartMatchBackfill": "

Finds new players to fill open slots in currently running game sessions. The backfill match process is essentially identical to the process of forming new matches. Backfill requests use the same matchmaker that was used to make the original match, and they provide matchmaking data for all players currently in the game session. FlexMatch uses this information to select new players so that backfilled match continues to meet the original match requirements.

When using FlexMatch with GameLift managed hosting, you can request a backfill match from a client service by calling this operation with a GameSession identifier. You also have the option of making backfill requests directly from your game server. In response to a request, FlexMatch creates player sessions for the new players, updates the GameSession resource, and sends updated matchmaking data to the game server. You can request a backfill match at any point after a game session is started. Each game session can have only one active backfill request at a time; a subsequent request automatically replaces the earlier request.

When using FlexMatch as a standalone component, request a backfill match by calling this operation without a game session identifier. As with newly formed matches, matchmaking results are returned in a matchmaking event so that your game can update the game session that is being backfilled.

To request a backfill match, specify a unique ticket ID, the original matchmaking configuration, and matchmaking data for all current players in the game session being backfilled. Optionally, specify the GameSession ARN. If successful, a match backfill ticket is created and returned with status set to QUEUED. Track the status of backfill tickets using the same method for tracking tickets for new matches.

Learn more

Backfill existing games with FlexMatch

Matchmaking events (reference)

How GameLift FlexMatch works

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

", + "StartMatchmaking": "

Uses FlexMatch to create a game match for a group of players based on custom matchmaking rules. With games that use GameLift managed hosting, this operation also triggers GameLift to find hosting resources and start a new game session for the new match. Each matchmaking request includes information on one or more players and specifies the FlexMatch matchmaker to use. When a request is for multiple players, FlexMatch attempts to build a match that includes all players in the request, placing them in the same team and finding additional players as needed to fill the match.

To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, and include the players to be matched. You must also include any player attributes that are required by the matchmaking configuration's rule set. If successful, a matchmaking ticket is returned with status set to QUEUED.

Track matchmaking events to respond as needed and acquire game session connection information for successfully completed matches. Ticket status updates are tracked using event notification through Amazon Simple Notification Service (SNS), which is defined in the matchmaking configuration.

Learn more

Add FlexMatch to a game client

Set Up FlexMatch event notification

How GameLift FlexMatch works

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

", + "StopFleetActions": "

Suspends certain types of activity in a fleet location. Currently, this operation is used to stop auto-scaling activity. For multi-location fleets, fleet actions are managed separately for each location.

Stopping fleet actions has several potential purposes. It allows you to temporarily stop auto-scaling activity but retain your scaling policies for use in the future. For multi-location fleets, you can set up fleet-wide auto-scaling, and then opt out of it for certain locations.

This operation can be used in the following ways:

If successful, GameLift no longer initiates scaling events except in response to manual changes using UpdateFleetCapacity. You can view a fleet's stopped actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. Suspended activity can be restarted using StartFleetActions.

Learn more

Setting up GameLift Fleets

Related actions

CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes | StopFleetActions | DeleteFleet | All APIs by task

", + "StopGameSessionPlacement": "

Cancels a game session placement that is in PENDING status. To stop a placement, provide the placement ID values. If successful, the placement is moved to CANCELLED status.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", + "StopMatchmaking": "

Cancels a matchmaking ticket or match backfill ticket that is currently being processed. To stop the matchmaking operation, specify the ticket ID. If successful, work on the ticket is stopped, and the ticket status is changed to CANCELLED.

This call is also used to turn off automatic backfill for an individual game session. This is for game sessions that are created with a matchmaking configuration that has automatic backfill enabled. The ticket ID is included in the MatchmakerData of an updated game session object, which is provided to the game server.

If the operation is successful, the service sends back an empty JSON struct with the HTTP 200 response (not an empty HTTP body).

Learn more

Add FlexMatch to a game client

Related actions

StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | StartMatchBackfill | All APIs by task

", + "SuspendGameServerGroup": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Temporarily stops activity on a game server group without terminating instances or the game server group. You can restart activity by calling ResumeGameServerGroup. You can suspend the following activity:

To suspend activity, specify a game server group ARN and the type of activity to be suspended. If successful, a GameServerGroup object is returned showing that the activity is listed in SuspendedActions.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

", + "TagResource": "

Assigns a tag to a GameLift resource. AWS resource tags provide an additional management tool set. You can use tags to organize resources, create IAM permissions policies to manage access to groups of resources, customize AWS cost breakdowns, etc. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

To add a tag to a resource, specify the unique ARN value for the resource and provide a tag list containing one or more tags. The operation succeeds even if the list includes tags that are already assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

", + "UntagResource": "

Removes a tag that is assigned to a GameLift resource. Resource tags are used to organize AWS resources for a range of purposes. This operation handles the permissions necessary to manage tags for the following GameLift resource types:

To remove a tag from a resource, specify the unique ARN value for the resource and provide a string list containing one or more tags to be removed. This operation succeeds even if the list includes tags that are not currently assigned to the specified resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

", + "UpdateAlias": "

Updates properties for an alias. To update properties, specify the alias ID to be updated and provide the information to be changed. To reassign an alias to another fleet, provide an updated routing strategy. If successful, the updated alias record is returned.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

", + "UpdateBuild": "

Updates metadata in a build resource, including the build name and version. To update the metadata, specify the build ID to update and provide the new values. If successful, a build object containing the updated metadata is returned.

Learn more

Upload a Custom Server Build

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

", + "UpdateFleetAttributes": "

Updates a fleet's mutable attributes, including game session protection and resource creation limits.

To update fleet attributes, specify the fleet ID and the property values that you want to change.

If successful, an updated FleetAttributes object is returned.

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task

", + "UpdateFleetCapacity": "

Updates capacity settings for a fleet. For fleets with multiple locations, use this operation to manage capacity settings in each location individually. Fleet capacity determines the number of game sessions and players that can be hosted based on the fleet configuration. Use this operation to set the following fleet capacity properties:

This operation can be used in the following ways:

If successful, capacity settings are updated immediately. In response a change in desired capacity, GameLift initiates steps to start new instances or terminate existing instances in the requested fleet location. This continues until the location's active instance count matches the new desired instance count. You can track a fleet's current capacity by calling DescribeFleetCapacity or DescribeFleetLocationCapacity. If the requested desired instance count is higher than the instance type's limit, the LimitExceeded exception occurs.

Learn more

Scaling fleet capacity

Related actions

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task

", + "UpdateFleetPortSettings": "

Updates permissions that allow inbound traffic to connect to game sessions that are being hosted on instances in the fleet.

To update settings, specify the fleet ID to be updated and specify the changes to be made. List the permissions you want to add in InboundPermissionAuthorizations, and permissions you want to remove in InboundPermissionRevocations. Permissions to be removed must match existing fleet permissions.

If successful, the fleet ID for the updated fleet is returned. For fleets with remote locations, port setting updates can take time to propagate across all locations. You can check the status of updates in each location by calling DescribeFleetPortSettings with a location name.

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task

", + "UpdateGameServer": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Updates information about a registered game server to help GameLift FleetIQ to track game server availability. This operation is called by a game server process that is running on an instance in a game server group.

Use this operation to update the following types of game server information. You can make all three types of updates in the same request:

Once a game server is successfully updated, the relevant statuses and timestamps are updated.

Learn more

GameLift FleetIQ Guide

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

", + "UpdateGameServerGroup": "

This operation is used with the GameLift FleetIQ solution and game server groups.

Updates GameLift FleetIQ-specific properties for a game server group. Many Auto Scaling group properties are updated on the Auto Scaling group directly, including the launch template, Auto Scaling policies, and maximum/minimum/desired instance counts.

To update the game server group, specify the game server group ID and provide the updated values. Before applying the updates, the new values are validated to ensure that GameLift FleetIQ can continue to perform instance balancing activity. If successful, a GameServerGroup object is returned.

Learn more

GameLift FleetIQ Guide

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

", + "UpdateGameSession": "

Updates the mutable properties of a game session.

To update a game session, specify the game session ID and the values you want to change.

If successful, the updated GameSession object is returned.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", + "UpdateGameSessionQueue": "

Updates the configuration of a game session queue, which determines how the queue processes new game session requests. To update settings, specify the queue name to be updated and provide the new settings. When updating destinations, provide a complete list of destinations.

Learn more

Using Multi-Region Queues

Related actions

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue | DeleteGameSessionQueue | All APIs by task

", + "UpdateMatchmakingConfiguration": "

Updates settings for a FlexMatch matchmaking configuration. These changes affect all matches and game sessions that are created after the update. To update settings, specify the configuration name to be updated and provide the new settings.

Learn more

Design a FlexMatch matchmaker

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

", + "UpdateRuntimeConfiguration": "

Updates the current runtime configuration for the specified fleet, which tells GameLift how to launch server processes on all instances in the fleet. You can update a fleet's runtime configuration at any time after the fleet is created; it does not need to be in ACTIVE status.

To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration with an updated set of server process configurations.

If successful, the fleet's runtime configuration settings are updated. Each instance in the fleet regularly checks for and retrieves updated runtime configurations. Instances immediately begin complying with the new configuration by launching new server processes or not replacing existing processes when they shut down. Updating a fleet's runtime configuration never affects existing server processes.

Learn more

Setting up GameLift fleets

Related actions

CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by task

", + "UpdateScript": "

Updates Realtime script metadata and content.

To update script metadata, specify the script ID and provide updated name and/or version values.

To update script content, provide an updated zip file by pointing to either a local file or an Amazon S3 bucket location. You can use either method regardless of how the original script was uploaded. Use the Version parameter to track updates to the script.

If the call is successful, the updated metadata is stored in the script record and a revised script is uploaded to the Amazon GameLift service. Once the script is updated and acquired by a fleet instance, the new version is used for all new game sessions.

Learn more

Amazon GameLift Realtime Servers

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

", + "ValidateMatchmakingRuleSet": "

Validates the syntax of a matchmaking rule or rule set. This operation checks that the rule set is using syntactically correct JSON and that it conforms to allowed property expressions. To validate syntax, provide a rule set JSON string.

Learn more

Related actions

CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task

" }, "shapes": { "AcceptMatchInput": { @@ -111,7 +116,7 @@ } }, "Alias": { - "base": "

Properties that describe an alias resource.

", + "base": "

Properties that describe an alias resource.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

", "refs": { "AliasList$member": null, "CreateAliasOutput$Alias": "

The newly created alias resource.

", @@ -122,25 +127,25 @@ "AliasArn": { "base": null, "refs": { - "Alias$AliasArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift alias ARN, the resource ID matches the alias ID value.

" + "Alias$AliasArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift alias resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift alias ARN, the resource ID matches the alias ID value.

" } }, "AliasId": { "base": null, "refs": { - "Alias$AliasId": "

A unique identifier for an alias. Alias IDs are unique within a Region.

" + "Alias$AliasId": "

A unique identifier for the alias. Alias IDs are unique within a Region.

" } }, "AliasIdOrArn": { "base": null, "refs": { - "CreateGameSessionInput$AliasId": "

A unique identifier for an alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", + "CreateGameSessionInput$AliasId": "

A unique identifier for the alias associated with the fleet to create a game session in. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", "DeleteAliasInput$AliasId": "

A unique identifier of the alias that you want to delete. You can use either the alias ID or ARN value.

", "DescribeAliasInput$AliasId": "

The unique identifier for the fleet alias that you want to retrieve. You can use either the alias ID or ARN value.

", - "DescribeGameSessionDetailsInput$AliasId": "

A unique identifier for an alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.

", - "DescribeGameSessionsInput$AliasId": "

A unique identifier for an alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.

", + "DescribeGameSessionDetailsInput$AliasId": "

A unique identifier for the alias associated with the fleet to retrieve all game sessions for. You can use either the alias ID or ARN value.

", + "DescribeGameSessionsInput$AliasId": "

A unique identifier for the alias associated with the fleet to retrieve game sessions for. You can use either the alias ID or ARN value.

", "ResolveAliasInput$AliasId": "

The unique identifier of the alias that you want to retrieve a fleet ID for. You can use either the alias ID or ARN value.

", - "SearchGameSessionsInput$AliasId": "

A unique identifier for an alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", + "SearchGameSessionsInput$AliasId": "

A unique identifier for the alias associated with the fleet to search for active game sessions. You can use either the alias ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", "UpdateAliasInput$AliasId": "

A unique identifier for the alias that you want to update. You can use either the alias ID or ARN value.

" } }, @@ -166,11 +171,11 @@ "DescribeGameSessionDetailsInput$GameSessionId": "

A unique identifier for the game session to retrieve.

", "DescribeGameSessionsInput$GameSessionId": "

A unique identifier for the game session to retrieve.

", "DescribePlayerSessionsInput$GameSessionId": "

A unique identifier for the game session to retrieve player sessions for.

", - "GameSessionConnectionInfo$GameSessionArn": "

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it.

", + "GameSessionConnectionInfo$GameSessionArn": "

A unique identifier for the game session. Use the game session ID.

", "GameSessionQueueDestination$DestinationArn": "

The Amazon Resource Name (ARN) that is assigned to fleet or fleet alias. ARNs, which include a fleet ID or alias ID and a Region name, provide a unique identifier across all Regions.

", "GetGameSessionLogUrlInput$GameSessionId": "

A unique identifier for the game session to get logs for.

", "QueueArnsList$member": null, - "StartMatchBackfillInput$GameSessionArn": "

Amazon Resource Name (ARN) that is assigned to a game session and uniquely identifies it. This is the same as the game session ID.

", + "StartMatchBackfillInput$GameSessionArn": "

A unique identifier for the game session. Use the game session ID. When using FlexMatch as a standalone matchmaking solution, this parameter is not needed.

", "UpdateGameSessionInput$GameSessionId": "

A unique identifier for the game session to update.

" } }, @@ -189,7 +194,7 @@ "AwsCredentials": { "base": "

Temporary access credentials used for uploading game build files to Amazon GameLift. They are valid for a limited time. If they expire before you upload your game build, get a new set by calling RequestUploadCredentials.

", "refs": { - "CreateBuildOutput$UploadCredentials": "

This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.

", + "CreateBuildOutput$UploadCredentials": "

This element is returned only when the operation is called without a storage location. It contains credentials to use when you are uploading a build file to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have a limited life span. To refresh these credentials, call RequestUploadCredentials.

", "RequestUploadCredentialsOutput$UploadCredentials": "

AWS credentials required when uploading a game build to the storage location. These credentials have a limited lifespan and are valid only for the build they were issued for.

" } }, @@ -197,7 +202,7 @@ "base": null, "refs": { "CreateMatchmakingConfigurationInput$BackfillMode": "

The method used to backfill game sessions that are created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

", - "MatchmakingConfiguration$BackfillMode": "

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

", + "MatchmakingConfiguration$BackfillMode": "

The method used to backfill game sessions created with this matchmaking configuration. MANUAL indicates that the game makes backfill requests or does not use the match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill requests whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill existing games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

", "UpdateMatchmakingConfigurationInput$BackfillMode": "

The method that is used to backfill game sessions created with this matchmaking configuration. Specify MANUAL when your game manages backfill requests manually or does not use the match backfill feature. Specify AUTOMATIC to have GameLift create a StartMatchBackfill request whenever a game session has one or more open slots. Learn more about manual and automatic backfill in Backfill Existing Games with FlexMatch. Automatic backfill is not available when FlexMatchMode is set to STANDALONE.

" } }, @@ -219,7 +224,7 @@ } }, "Build": { - "base": "

Properties describing a custom game build.

Related operations

", + "base": "

Properties describing a custom game build.

Related actions

CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All APIs by task

", "refs": { "BuildList$member": null, "CreateBuildOutput$Build": "

The newly created build resource, including a unique build IDs and status.

", @@ -230,26 +235,26 @@ "BuildArn": { "base": null, "refs": { - "Build$BuildArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift build ARN, the resource ID matches the BuildId value.

", - "FleetAttributes$BuildArn": "

The Amazon Resource Name (ARN) associated with the GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId value.

" + "Build$BuildArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift build resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift build ARN, the resource ID matches the BuildId value.

", + "FleetAttributes$BuildArn": "

The Amazon Resource Name (ARN) associated with the GameLift build resource that is deployed on instances in this fleet. In a GameLift build ARN, the resource ID matches the BuildId value.

" } }, "BuildId": { "base": null, "refs": { - "Build$BuildId": "

A unique identifier for a build.

", - "FleetAttributes$BuildId": "

A unique identifier for a build.

" + "Build$BuildId": "

A unique identifier for the build.

", + "FleetAttributes$BuildId": "

A unique identifier for the build resource that is deployed on instances in this fleet.

" } }, "BuildIdOrArn": { "base": null, "refs": { - "CreateFleetInput$BuildId": "

A unique identifier for a build to be deployed on the new fleet. You can use either the build ID or ARN value. The custom game server build must have been successfully uploaded to Amazon GameLift and be in a READY status. This fleet setting cannot be changed once the fleet is created.

", - "DeleteBuildInput$BuildId": "

A unique identifier for a build to delete. You can use either the build ID or ARN value.

", - "DescribeBuildInput$BuildId": "

A unique identifier for a build to retrieve properties for. You can use either the build ID or ARN value.

", - "ListFleetsInput$BuildId": "

A unique identifier for a build to return fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value. To retrieve all fleets, do not include either a BuildId and ScriptID parameter.

", - "RequestUploadCredentialsInput$BuildId": "

A unique identifier for a build to get credentials for. You can use either the build ID or ARN value.

", - "UpdateBuildInput$BuildId": "

A unique identifier for a build to update. You can use either the build ID or ARN value.

" + "CreateFleetInput$BuildId": "

The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY status. This fleet property cannot be changed later.

", + "DeleteBuildInput$BuildId": "

A unique identifier for the build to delete. You can use either the build ID or ARN value.

", + "DescribeBuildInput$BuildId": "

A unique identifier for the build to retrieve properties for. You can use either the build ID or ARN value.

", + "ListFleetsInput$BuildId": "

A unique identifier for the build to request fleets for. Use this parameter to return only fleets using a specified build. Use either the build ID or ARN value.

", + "RequestUploadCredentialsInput$BuildId": "

A unique identifier for the build to get credentials for. You can use either the build ID or ARN value.

", + "UpdateBuildInput$BuildId": "

A unique identifier for the build to update. You can use either the build ID or ARN value.

" } }, "BuildList": { @@ -266,16 +271,16 @@ } }, "CertificateConfiguration": { - "base": "

Information about the use of a TLS/SSL certificate for a fleet. TLS certificate generation is enabled at the fleet level, with one certificate generated for the fleet. When this feature is enabled, the certificate can be retrieved using the GameLift Server SDK call GetInstanceCertificate. All instances in a fleet share the same certificate.

", + "base": "

Determines whether a TLS/SSL certificate is generated for a fleet. This feature must be enabled when creating the fleet. All instances in a fleet share the same certificate. The certificate can be retrieved by calling the GameLift Server SDK operation GetInstanceCertificate.

A fleet's certificate configuration is part of FleetAttributes.

", "refs": { - "CreateFleetInput$CertificateConfiguration": "

Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS certificates are used for encrypting traffic between game clients and game servers running on GameLift. If this parameter is not specified, the default value, DISABLED, is used. This fleet setting cannot be changed once the fleet is created. Learn more at Securing Client/Server Communication.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is available in the AWS global partition but not in all other partitions. When working in a partition that does not support this feature, a request for a new fleet with certificate generation results fails with a 4xx unsupported Region error.

Valid values include:

", + "CreateFleetInput$CertificateConfiguration": "

Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration is set to DISABLED. Learn more at Securing Client/Server Communication. This property cannot be changed after the fleet is created.

Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.

", "FleetAttributes$CertificateConfiguration": "

Indicates whether a TLS/SSL certificate was generated for the fleet.

" } }, "CertificateType": { "base": null, "refs": { - "CertificateConfiguration$CertificateType": "

Indicates whether a TLS/SSL certificate was generated for a fleet.

" + "CertificateConfiguration$CertificateType": "

Indicates whether a TLS/SSL certificate is generated for a fleet.

Valid values include:

" } }, "ClaimGameServerInput": { @@ -325,6 +330,16 @@ "refs": { } }, + "CreateFleetLocationsInput": { + "base": "

Represents the input for a request operation.

", + "refs": { + } + }, + "CreateFleetLocationsOutput": { + "base": "

Represents the returned data in response to a request operation.

", + "refs": { + } + }, "CreateFleetOutput": { "base": "

Represents the returned data in response to a request operation.

", "refs": { @@ -453,6 +468,16 @@ "refs": { } }, + "DeleteFleetLocationsInput": { + "base": "

Represents the input for a request operation.

", + "refs": { + } + }, + "DeleteFleetLocationsOutput": { + "base": "

Represents the returned data in response to a request operation.

", + "refs": { + } + }, "DeleteGameServerGroupInput": { "base": null, "refs": { @@ -588,6 +613,36 @@ "refs": { } }, + "DescribeFleetLocationAttributesInput": { + "base": "

Represents the input for a request operation.

", + "refs": { + } + }, + "DescribeFleetLocationAttributesOutput": { + "base": "

Represents the returned data in response to a request operation.

", + "refs": { + } + }, + "DescribeFleetLocationCapacityInput": { + "base": "

Represents the input for a request operation.

", + "refs": { + } + }, + "DescribeFleetLocationCapacityOutput": { + "base": "

Represents the returned data in response to a request operation.

", + "refs": { + } + }, + "DescribeFleetLocationUtilizationInput": { + "base": "

Represents the input for a request operation.

", + "refs": { + } + }, + "DescribeFleetLocationUtilizationOutput": { + "base": "

Represents the returned data in response to a request operation.

", + "refs": { + } + }, "DescribeFleetPortSettingsInput": { "base": "

Represents the input for a request operation.

", "refs": { @@ -793,11 +848,11 @@ "DnsName": { "base": null, "refs": { - "GameSession$DnsName": "

DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", - "GameSessionConnectionInfo$DnsName": "

DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", - "GameSessionPlacement$DnsName": "

DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", - "Instance$DnsName": "

DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", - "PlayerSession$DnsName": "

DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

" + "GameSession$DnsName": "

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", + "GameSessionConnectionInfo$DnsName": "

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", + "GameSessionPlacement$DnsName": "

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", + "Instance$DnsName": "

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

", + "PlayerSession$DnsName": "

The DNS identifier assigned to the instance that is running the game session. Values have the following format:

When connecting to a game session that is running on a TLS-enabled fleet, you must use the DNS name, not the IP address.

" } }, "Double": { @@ -816,13 +871,13 @@ } }, "EC2InstanceCounts": { - "base": "

Current status of fleet capacity. The number of active instances should match or be in the process of matching the number of desired instances. Pending and terminating counts are non-zero only if fleet capacity is adjusting to an UpdateFleetCapacity request, or if access to resources is temporarily affected.

", + "base": "

Resource capacity settings. Fleet capacity is measured in EC2 instances. Pending and terminating counts are non-zero when the fleet capacity is adjusting to a scaling event or if access to resources is temporarily affected.

EC2 instance counts are part of FleetCapacity.

", "refs": { - "FleetCapacity$InstanceCounts": "

Current status of fleet capacity.

" + "FleetCapacity$InstanceCounts": "

The current instance count and capacity settings for the fleet location.

" } }, "EC2InstanceLimit": { - "base": "

The maximum number of instances allowed based on the Amazon Elastic Compute Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling DescribeEC2InstanceLimits.

", + "base": "

The GameLift service limits for an EC2 instance type and current utilization. GameLift allows AWS accounts a maximum number of instances, per instance type, per AWS Region or location, for use with GameLift. You can request an limit increase for your account by using the Service limits page in the GameLift console.

Related actions

DescribeEC2InstanceLimits

", "refs": { "EC2InstanceLimitList$member": null } @@ -836,16 +891,16 @@ "EC2InstanceType": { "base": null, "refs": { - "CreateFleetInput$EC2InstanceType": "

The name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

", - "DescribeEC2InstanceLimitsInput$EC2InstanceType": "

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions. Leave this parameter blank to retrieve limits for all types.

", - "EC2InstanceLimit$EC2InstanceType": "

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

", - "FleetAttributes$InstanceType": "

EC2 instance type indicating the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.

", - "FleetCapacity$InstanceType": "

Name of an EC2 instance type that is supported in Amazon GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift supports the following EC2 instance types. See Amazon EC2 Instance Types for detailed descriptions.

", + "CreateFleetInput$EC2InstanceType": "

The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions of EC2 instance types.

", + "DescribeEC2InstanceLimitsInput$EC2InstanceType": "

Name of an EC2 instance type that is supported in GameLift. A fleet instance type determines the computing resources of each instance in the fleet, including CPU, memory, storage, and networking capacity. Do not specify a value for this parameter to retrieve limits for all instance types.

", + "EC2InstanceLimit$EC2InstanceType": "

The name of an EC2 instance type. See Amazon EC2 Instance Types for detailed descriptions.

", + "FleetAttributes$InstanceType": "

The EC2 instance type that determines the computing resources of each instance in the fleet. Instance type defines the CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.

", + "FleetCapacity$InstanceType": "

The EC2 instance type that is used for all instances in a fleet. The instance type determines the computing resources in use, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions.

", "Instance$Type": "

EC2 instance type that defines the computing resources of this instance.

" } }, "Event": { - "base": "

Log entry describing an event that involves Amazon GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

", + "base": "

Log entry describing an event that involves GameLift resources (such as a fleet). In addition to tracking activity, event codes and messages can provide additional information for troubleshooting and debugging problems.

Related actions

DescribeFleetEvents

", "refs": { "EventList$member": null } @@ -853,7 +908,7 @@ "EventCode": { "base": null, "refs": { - "Event$EventCode": "

The type of event being logged.

Fleet creation events (ordered by fleet creation activity):

VPC peering events:

Spot instance events:

Other fleet events:

" + "Event$EventCode": "

The type of event being logged.

Fleet creation events (ordered by fleet creation activity):

VPC peering events:

Spot instance events:

Other fleet events:

" } }, "EventList": { @@ -862,6 +917,14 @@ "DescribeFleetEventsOutput$Events": "

A collection of objects containing event log entries for the specified fleet.

" } }, + "FilterConfiguration": { + "base": "

A list of fleet locations where a game session queue can place new game sessions. You can use a filter to temporarily turn off placements for specific locations. For queues that have multi-location fleets, you can use a filter configuration allow placement with some, but not all of these locations.

Filter configurations are part of a GameSessionQueue.

", + "refs": { + "CreateGameSessionQueueInput$FilterConfiguration": "

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

", + "GameSessionQueue$FilterConfiguration": "

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location.

", + "UpdateGameSessionQueueInput$FilterConfiguration": "

A list of locations where a queue is allowed to place new game sessions. Locations are specified in the form of AWS Region codes, such as us-west-2. If this parameter is not set, game sessions can be placed in any queue location. To remove an existing filter configuration, pass in an empty set.

" + } + }, "FleetAction": { "base": null, "refs": { @@ -871,7 +934,8 @@ "FleetActionList": { "base": null, "refs": { - "FleetAttributes$StoppedActions": "

List of fleet activity that have been suspended using StopFleetActions. This includes auto-scaling.

", + "FleetAttributes$StoppedActions": "

A list of fleet activity that has been suspended using StopFleetActions. This includes fleet auto-scaling.

", + "LocationAttributes$StoppedActions": "

A list of fleet actions that have been suspended in the fleet location.

", "StartFleetActionsInput$Actions": "

List of actions to restart on the fleet.

", "StopFleetActionsInput$Actions": "

List of actions to suspend on the fleet.

" } @@ -879,17 +943,28 @@ "FleetArn": { "base": null, "refs": { - "FleetAttributes$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift fleet ARN, the resource ID matches the FleetId value.

", - "GameSession$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

", - "PlayerSession$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

", - "ResolveAliasOutput$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to.

", - "VpcPeeringConnection$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

" + "CreateFleetLocationsOutput$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "DeleteFleetLocationsOutput$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "DescribeFleetLocationAttributesOutput$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "DescribeFleetPortSettingsOutput$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "FleetAttributes$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. In a GameLift fleet ARN, the resource ID matches the FleetId value.

", + "FleetCapacity$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "FleetUtilization$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "GameSession$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet that this game session is running on.

", + "Instance$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "PlayerSession$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet that the player's game session is running on.

", + "ResolveAliasOutput$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet resource that this alias points to.

", + "ScalingPolicy$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "StartFleetActionsOutput$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "StopFleetActionsOutput$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "UpdateFleetCapacityOutput$FleetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift fleet resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912.

", + "VpcPeeringConnection$FleetArn": "

The Amazon Resource Name (ARN) associated with the GameLift fleet resource for this connection.

" } }, "FleetAttributes": { - "base": "

General properties describing a fleet.

", + "base": "

Describes a GameLift fleet of game hosting resources.

Related actions

CreateFleet | DescribeFleetAttributes

", "refs": { - "CreateFleetOutput$FleetAttributes": "

Properties for the newly created fleet.

", + "CreateFleetOutput$FleetAttributes": "

The properties for the new fleet, including the current status. All fleets are placed in NEW status on creation.

", "FleetAttributesList$member": null } }, @@ -900,8 +975,9 @@ } }, "FleetCapacity": { - "base": "

Information about the fleet's capacity. Fleet capacity is measured in EC2 instances. By default, new fleets have a capacity of one instance, but can be updated as needed. The maximum number of instances for a fleet is determined by the fleet's instance type.

", + "base": "

Current resource capacity settings in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

Related actions

DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity

", "refs": { + "DescribeFleetLocationCapacityOutput$FleetCapacity": "

Resource capacity information for the requested fleet location. Capacity objects are returned only for fleets and locations that currently exist.

", "FleetCapacityList$member": null } }, @@ -913,94 +989,107 @@ "FleetCapacityList": { "base": null, "refs": { - "DescribeFleetCapacityOutput$FleetCapacity": "

A collection of objects containing capacity information for each requested fleet ID. Leave this parameter empty to retrieve capacity information for all fleets.

" + "DescribeFleetCapacityOutput$FleetCapacity": "

A collection of objects that contains capacity information for each requested fleet ID. Capacity objects are returned only for fleets that currently exist.

" } }, "FleetId": { "base": null, "refs": { - "CreateVpcPeeringConnectionInput$FleetId": "

A unique identifier for a fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.

", - "DeleteVpcPeeringConnectionInput$FleetId": "

A unique identifier for a fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.

", - "DescribeVpcPeeringConnectionsInput$FleetId": "

A unique identifier for a fleet. You can use either the fleet ID or ARN value.

", - "FleetAttributes$FleetId": "

A unique identifier for a fleet.

", - "FleetCapacity$FleetId": "

A unique identifier for a fleet.

", + "CreateVpcPeeringConnectionInput$FleetId": "

A unique identifier for the fleet. You can use either the fleet ID or ARN value. This tells Amazon GameLift which GameLift VPC to peer with.

", + "DeleteVpcPeeringConnectionInput$FleetId": "

A unique identifier for the fleet. This fleet specified must match the fleet referenced in the VPC peering connection record. You can use either the fleet ID or ARN value.

", + "DescribeFleetPortSettingsOutput$FleetId": "

A unique identifier for the fleet that was requested.

", + "DescribeVpcPeeringConnectionsInput$FleetId": "

A unique identifier for the fleet. You can use either the fleet ID or ARN value.

", + "FleetAttributes$FleetId": "

A unique identifier for the fleet.

", + "FleetCapacity$FleetId": "

A unique identifier for the fleet associated with the location.

", "FleetIdList$member": null, - "FleetUtilization$FleetId": "

A unique identifier for a fleet.

", - "GameSession$FleetId": "

A unique identifier for a fleet that the game session is running on.

", - "Instance$FleetId": "

A unique identifier for a fleet that the instance is in.

", - "InstanceAccess$FleetId": "

A unique identifier for a fleet containing the instance being accessed.

", - "PlayerSession$FleetId": "

A unique identifier for a fleet that the player's game session is running on.

", + "FleetUtilization$FleetId": "

A unique identifier for the fleet associated with the location.

", + "GameSession$FleetId": "

A unique identifier for the fleet that the game session is running on.

", + "Instance$FleetId": "

A unique identifier for the fleet that the instance is in.

", + "InstanceAccess$FleetId": "

A unique identifier for the fleet containing the instance being accessed.

", + "PlayerSession$FleetId": "

A unique identifier for the fleet that the player's game session is running on.

", "ResolveAliasOutput$FleetId": "

The fleet identifier that the alias is pointing to.

", - "RoutingStrategy$FleetId": "

The unique identifier for a fleet that the alias points to. This value is the fleet ID, not the fleet ARN.

", - "ScalingPolicy$FleetId": "

A unique identifier for a fleet that is associated with this scaling policy.

", - "UpdateFleetAttributesOutput$FleetId": "

A unique identifier for a fleet that was updated. Use either the fleet ID or ARN value.

", - "UpdateFleetCapacityOutput$FleetId": "

A unique identifier for a fleet that was updated.

", - "UpdateFleetPortSettingsOutput$FleetId": "

A unique identifier for a fleet that was updated.

", - "VpcPeeringConnection$FleetId": "

A unique identifier for a fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

" + "RoutingStrategy$FleetId": "

A unique identifier for the fleet that the alias points to. This value is the fleet ID, not the fleet ARN.

", + "ScalingPolicy$FleetId": "

A unique identifier for the fleet that is associated with this scaling policy.

", + "StartFleetActionsOutput$FleetId": "

A unique identifier for the fleet to restart actions on.

", + "StopFleetActionsOutput$FleetId": "

A unique identifier for the fleet to stop actions on.

", + "UpdateFleetAttributesOutput$FleetId": "

A unique identifier for the fleet that was updated.

", + "UpdateFleetCapacityOutput$FleetId": "

A unique identifier for the fleet that was updated.

", + "UpdateFleetPortSettingsOutput$FleetId": "

A unique identifier for the fleet that was updated.

", + "VpcPeeringConnection$FleetId": "

A unique identifier for the fleet. This ID determines the ID of the Amazon GameLift VPC for your fleet.

" } }, "FleetIdList": { "base": null, "refs": { - "ListFleetsOutput$FleetIds": "

Set of fleet IDs matching the list request. You can retrieve additional information about all returned fleets by passing this result set to a call to DescribeFleetAttributes, DescribeFleetCapacity, or DescribeFleetUtilization.

" + "ListFleetsOutput$FleetIds": "

A set of fleet IDs that match the list request. You can retrieve additional information about all returned fleets by passing this result set to a DescribeFleetAttributes, DescribeFleetCapacity, or DescribeFleetUtilization call.

" } }, "FleetIdOrArn": { "base": null, "refs": { - "CreateGameSessionInput$FleetId": "

A unique identifier for a fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", - "DeleteFleetInput$FleetId": "

A unique identifier for a fleet to be deleted. You can use either the fleet ID or ARN value.

", - "DeleteScalingPolicyInput$FleetId": "

A unique identifier for a fleet to be deleted. You can use either the fleet ID or ARN value.

", - "DescribeFleetEventsInput$FleetId": "

A unique identifier for a fleet to get event logs for. You can use either the fleet ID or ARN value.

", - "DescribeFleetPortSettingsInput$FleetId": "

A unique identifier for a fleet to retrieve port settings for. You can use either the fleet ID or ARN value.

", - "DescribeGameSessionDetailsInput$FleetId": "

A unique identifier for a fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.

", - "DescribeGameSessionsInput$FleetId": "

A unique identifier for a fleet to retrieve all game sessions for. You can use either the fleet ID or ARN value.

", - "DescribeInstancesInput$FleetId": "

A unique identifier for a fleet to retrieve instance information for. You can use either the fleet ID or ARN value.

", - "DescribeRuntimeConfigurationInput$FleetId": "

A unique identifier for a fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.

", - "DescribeScalingPoliciesInput$FleetId": "

A unique identifier for a fleet to retrieve scaling policies for. You can use either the fleet ID or ARN value.

", + "CreateFleetLocationsInput$FleetId": "

A unique identifier for the fleet to add locations to. You can use either the fleet ID or ARN value.

", + "CreateFleetLocationsOutput$FleetId": "

A unique identifier for the fleet that was updated with new locations.

", + "CreateGameSessionInput$FleetId": "

A unique identifier for the fleet to create a game session in. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", + "DeleteFleetInput$FleetId": "

A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

", + "DeleteFleetLocationsInput$FleetId": "

A unique identifier for the fleet to delete locations for. You can use either the fleet ID or ARN value.

", + "DeleteFleetLocationsOutput$FleetId": "

A unique identifier for the fleet that location attributes are being deleted for.

", + "DeleteScalingPolicyInput$FleetId": "

A unique identifier for the fleet to be deleted. You can use either the fleet ID or ARN value.

", + "DescribeFleetEventsInput$FleetId": "

A unique identifier for the fleet to get event logs for. You can use either the fleet ID or ARN value.

", + "DescribeFleetLocationAttributesInput$FleetId": "

A unique identifier for the fleet to retrieve remote locations for. You can use either the fleet ID or ARN value.

", + "DescribeFleetLocationAttributesOutput$FleetId": "

A unique identifier for the fleet that location attributes were requested for.

", + "DescribeFleetLocationCapacityInput$FleetId": "

A unique identifier for the fleet to request location capacity for. You can use either the fleet ID or ARN value.

", + "DescribeFleetLocationUtilizationInput$FleetId": "

A unique identifier for the fleet to request location utilization for. You can use either the fleet ID or ARN value.

", + "DescribeFleetPortSettingsInput$FleetId": "

A unique identifier for the fleet to retrieve port settings for. You can use either the fleet ID or ARN value.

", + "DescribeGameSessionDetailsInput$FleetId": "

A unique identifier for the fleet to retrieve all game sessions active on the fleet. You can use either the fleet ID or ARN value.

", + "DescribeGameSessionsInput$FleetId": "

A unique identifier for the fleet to retrieve game sessions for. You can use either the fleet ID or ARN value.

", + "DescribeInstancesInput$FleetId": "

A unique identifier for the fleet to retrieve instance information for. You can use either the fleet ID or ARN value.

", + "DescribeRuntimeConfigurationInput$FleetId": "

A unique identifier for the fleet to get the runtime configuration for. You can use either the fleet ID or ARN value.

", + "DescribeScalingPoliciesInput$FleetId": "

A unique identifier for the fleet to retrieve scaling policies for. You can use either the fleet ID or ARN value.

", "FleetIdOrArnList$member": null, - "GetInstanceAccessInput$FleetId": "

A unique identifier for a fleet that contains the instance you want access to. You can use either the fleet ID or ARN value. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status may be accessible for a short time before they are deleted.

", - "PutScalingPolicyInput$FleetId": "

A unique identifier for a fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.

", - "SearchGameSessionsInput$FleetId": "

A unique identifier for a fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", - "StartFleetActionsInput$FleetId": "

A unique identifier for a fleet to start actions on. You can use either the fleet ID or ARN value.

", - "StopFleetActionsInput$FleetId": "

A unique identifier for a fleet to stop actions on. You can use either the fleet ID or ARN value.

", - "UpdateFleetAttributesInput$FleetId": "

A unique identifier for a fleet to update attribute metadata for. You can use either the fleet ID or ARN value.

", - "UpdateFleetCapacityInput$FleetId": "

A unique identifier for a fleet to update capacity for. You can use either the fleet ID or ARN value.

", - "UpdateFleetPortSettingsInput$FleetId": "

A unique identifier for a fleet to update port settings for. You can use either the fleet ID or ARN value.

", - "UpdateRuntimeConfigurationInput$FleetId": "

A unique identifier for a fleet to update runtime configuration for. You can use either the fleet ID or ARN value.

" + "GetInstanceAccessInput$FleetId": "

A unique identifier for the fleet that contains the instance you want access to. You can use either the fleet ID or ARN value. The fleet can be in any of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR status may be accessible for a short time before they are deleted.

", + "PutScalingPolicyInput$FleetId": "

A unique identifier for the fleet to apply this policy to. You can use either the fleet ID or ARN value. The fleet cannot be in any of the following statuses: ERROR or DELETING.

", + "SearchGameSessionsInput$FleetId": "

A unique identifier for the fleet to search for active game sessions. You can use either the fleet ID or ARN value. Each request must reference either a fleet ID or alias ID, but not both.

", + "StartFleetActionsInput$FleetId": "

A unique identifier for the fleet to restart actions on. You can use either the fleet ID or ARN value.

", + "StopFleetActionsInput$FleetId": "

A unique identifier for the fleet to stop actions on. You can use either the fleet ID or ARN value.

", + "UpdateFleetAttributesInput$FleetId": "

A unique identifier for the fleet to update attribute metadata for. You can use either the fleet ID or ARN value.

", + "UpdateFleetCapacityInput$FleetId": "

A unique identifier for the fleet to update capacity settings for. You can use either the fleet ID or ARN value.

", + "UpdateFleetPortSettingsInput$FleetId": "

A unique identifier for the fleet to update port settings for. You can use either the fleet ID or ARN value.

", + "UpdateRuntimeConfigurationInput$FleetId": "

A unique identifier for the fleet to update runtime configuration for. You can use either the fleet ID or ARN value.

" } }, "FleetIdOrArnList": { "base": null, "refs": { - "DescribeFleetAttributesInput$FleetIds": "

A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter. If the list of fleet identifiers includes fleets that don't currently exist, the request succeeds but no attributes for that fleet are returned.

", - "DescribeFleetCapacityInput$FleetIds": "

A unique identifier for a fleet(s) to retrieve capacity information for. You can use either the fleet ID or ARN value.

", - "DescribeFleetUtilizationInput$FleetIds": "

A unique identifier for a fleet(s) to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter. If the list of fleet identifiers includes fleets that don't currently exist, the request succeeds but no attributes for that fleet are returned.

" + "DescribeFleetAttributesInput$FleetIds": "

A list of unique fleet identifiers to retrieve attributes for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.

", + "DescribeFleetCapacityInput$FleetIds": "

A unique identifier for the fleet(s) to retrieve capacity information for. You can use either the fleet ID or ARN value. Leave this parameter empty to retrieve capacity information for all fleets.

", + "DescribeFleetUtilizationInput$FleetIds": "

A unique identifier for the fleet(s) to retrieve utilization data for. You can use either the fleet ID or ARN value. To retrieve attributes for all current fleets, do not include this parameter.

" } }, "FleetStatus": { "base": null, "refs": { - "FleetAttributes$Status": "

Current status of the fleet.

Possible fleet statuses include the following:

" + "FleetAttributes$Status": "

Current status of the fleet. Possible fleet statuses include the following:

", + "LocationState$Status": "

The life-cycle status of a fleet location.

" } }, "FleetType": { "base": null, "refs": { - "CreateFleetInput$FleetType": "

Indicates whether to use On-Demand instances or Spot instances for this fleet. If empty, the default is ON_DEMAND. Both categories of instances use identical hardware and configurations based on the instance type selected for this fleet. Learn more about On-Demand versus Spot Instances.

", - "FleetAttributes$FleetType": "

Indicates whether the fleet uses on-demand or spot instances. A spot instance in use may be interrupted with a two-minute notification.

" + "CreateFleetInput$FleetType": "

Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.

", + "FleetAttributes$FleetType": "

The kind of instances, On-Demand or Spot, that this fleet uses.

" } }, "FleetUtilization": { - "base": "

Current status of fleet utilization, including the number of game and player sessions being hosted.

", + "base": "

Current resource utilization statistics in a specified fleet or location. The location value might refer to a fleet's remote location or its home Region.

Related actions

DescribeFleetUtilization | DescribeFleetLocationUtilization

", "refs": { + "DescribeFleetLocationUtilizationOutput$FleetUtilization": "

Utilization information for the requested fleet location. Utilization objects are returned only for fleets and locations that currently exist.

", "FleetUtilizationList$member": null } }, "FleetUtilizationList": { "base": null, "refs": { - "DescribeFleetUtilizationOutput$FleetUtilization": "

A collection of objects containing utilization information for each requested fleet ID.

" + "DescribeFleetUtilizationOutput$FleetUtilization": "

A collection of objects containing utilization information for each requested fleet ID. Utilization objects are returned only for fleets that currently exist.

" } }, "FlexMatchMode": { @@ -1027,7 +1116,7 @@ } }, "GameProperty": { - "base": "

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the Amazon GameLift Developer Guide.

", + "base": "

Set of key-value pairs that contain information about a game session. When included in a game session request, these properties communicate details to be used when setting up the new game session. For example, a game property might specify a game mode, level, or map. Game properties are passed to the game server process when initiating a new game session. For more information, see the GameLift Developer Guide.

", "refs": { "GamePropertyList$member": null } @@ -1041,13 +1130,13 @@ "GamePropertyList": { "base": null, "refs": { - "CreateGameSessionInput$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", - "CreateMatchmakingConfigurationInput$GameProperties": "

A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

", - "GameSession$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). You can search for active game sessions based on this custom data with SearchGameSessions.

", - "GameSessionPlacement$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", - "MatchmakingConfiguration$GameProperties": "

A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

", - "StartGameSessionPlacementInput$GameProperties": "

Set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", - "UpdateMatchmakingConfigurationInput$GameProperties": "

A set of custom properties for a game session, formatted as key-value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

" + "CreateGameSessionInput$GameProperties": "

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session.

", + "CreateMatchmakingConfigurationInput$GameProperties": "

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

", + "GameSession$GameProperties": "

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session. You can search for active game sessions based on this custom data with SearchGameSessions.

", + "GameSessionPlacement$GameProperties": "

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", + "MatchmakingConfiguration$GameProperties": "

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

", + "StartGameSessionPlacementInput$GameProperties": "

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", + "UpdateMatchmakingConfigurationInput$GameProperties": "

A set of custom properties for a game session, formatted as key:value pairs. These properties are passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

" } }, "GamePropertyValue": { @@ -1057,7 +1146,7 @@ } }, "GameServer": { - "base": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Properties describing a game server that is running on an instance in a GameServerGroup.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

", + "base": "

This data type is used with the GameLift FleetIQ and game server groups.

Properties describing a game server that is running on an instance in a GameServerGroup.

A game server is created by a successful call to RegisterGameServer and deleted by calling DeregisterGameServer. A game server is claimed to host a game session by calling ClaimGameServer.

Related actions

RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer | UpdateGameServer | DeregisterGameServer | All APIs by task

", "refs": { "ClaimGameServerOutput$GameServer": "

Object that describes the newly claimed game server.

", "DescribeGameServerOutput$GameServer": "

Object that describes the requested game server.

", @@ -1089,7 +1178,7 @@ } }, "GameServerGroup": { - "base": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding EC2 Auto Scaling group.

A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup, respectively.

", + "base": "

This data type is used with the GameLift FleetIQ and game server groups.

Properties that describe a game server group resource. A game server group manages certain properties related to a corresponding EC2 Auto Scaling group.

A game server group is created by a successful call to CreateGameServerGroup and deleted by calling DeleteGameServerGroup. Game server group activity can be temporarily suspended and resumed by calling SuspendGameServerGroup and ResumeGameServerGroup, respectively.

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

", "refs": { "CreateGameServerGroupOutput$GameServerGroup": "

The newly created game server group object, including the new ARN value for the GameLift FleetIQ game server group and the object's status. The EC2 Auto Scaling group ARN is initially null, since the group has not yet been created. This value is added once the game server group status reaches ACTIVE.

", "DeleteGameServerGroupOutput$GameServerGroup": "

An object that describes the deleted game server group resource, with status updated to DELETE_SCHEDULED.

", @@ -1123,7 +1212,7 @@ } }, "GameServerGroupAutoScalingPolicy": { - "base": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group with CreateGameServerGroup. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.

", + "base": "

This data type is used with the GameLift FleetIQ and game server groups.

Configuration settings for intelligent automatic scaling that uses target tracking. These settings are used to add an Auto Scaling policy when creating the corresponding Auto Scaling group with CreateGameServerGroup. After the Auto Scaling group is created, all updates to Auto Scaling policies, including changing this policy and adding or removing other policies, is done directly on the Auto Scaling group.

", "refs": { "CreateGameServerGroupInput$AutoScalingPolicy": "

Configuration settings to define a scaling policy for the Auto Scaling group that is optimized for game hosting. The scaling policy uses the metric \"PercentUtilizedGameServers\" to maintain a buffer of idle game servers that can immediately accommodate new games and players. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

" } @@ -1152,7 +1241,7 @@ "GameServerGroupNameOrArn": { "base": null, "refs": { - "ClaimGameServerInput$GameServerGroupName": "

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim.

", + "ClaimGameServerInput$GameServerGroupName": "

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value. If you are not specifying a game server to claim, this value identifies where you want GameLift FleetIQ to look for an available game server to claim.

", "DeleteGameServerGroupInput$GameServerGroupName": "

A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.

", "DeregisterGameServerInput$GameServerGroupName": "

A unique identifier for the game server group where the game server is running. Use either the GameServerGroup name or ARN value.

", "DescribeGameServerGroupInput$GameServerGroupName": "

A unique identifier for the game server group. Use either the GameServerGroup name or ARN value.

", @@ -1196,7 +1285,7 @@ } }, "GameServerInstance": { - "base": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup and with the EC2 launch template that was used when creating the game server group.

Retrieve game server instances for a game server group by calling DescribeGameServerInstances.

", + "base": "

This data type is used with the GameLift FleetIQ and game server groups.

Additional properties, including status, that describe an EC2 instance in a game server group. Instance configurations are set with game server group properties (see DescribeGameServerGroup and with the EC2 launch template that was used when creating the game server group.

Retrieve game server instances for a game server group by calling DescribeGameServerInstances.

Related actions

CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup | DescribeGameServerInstances | All APIs by task

", "refs": { "GameServerInstances$member": null } @@ -1250,18 +1339,18 @@ } }, "GameSession": { - "base": "

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

", + "base": "

Properties describing a game session.

A game session in ACTIVE status can host players. When a game session ends, its status is set to TERMINATED.

Once the session ends, the game session object is retained for 30 days. This means you can reuse idempotency token values after this time. Game session logs are retained for 14 days.

Related actions

CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", "refs": { "CreateGameSessionOutput$GameSession": "

Object that describes the newly created game session record.

", "GameSessionDetail$GameSession": "

Object that describes a game session.

", "GameSessionList$member": null, - "UpdateGameSessionOutput$GameSession": "

The updated game session metadata.

" + "UpdateGameSessionOutput$GameSession": "

The updated game session properties.

" } }, "GameSessionActivationTimeoutSeconds": { "base": null, "refs": { - "RuntimeConfiguration$GameSessionActivationTimeoutSeconds": "

The maximum amount of time (in seconds) that a game session can remain in status ACTIVATING. If the game session is not active before the timeout, activation is terminated and the game session status is changed to TERMINATED.

" + "RuntimeConfiguration$GameSessionActivationTimeoutSeconds": "

The maximum amount of time (in seconds) allowed to launch a new game session and have it report ready to host players. During this time, the game session is in status ACTIVATING. If the game session does not become active before the timeout, it is ended and the game session status is changed to TERMINATED.

" } }, "GameSessionConnectionInfo": { @@ -1273,12 +1362,8 @@ "GameSessionData": { "base": null, "refs": { - "CreateGameSessionInput$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", "CreateMatchmakingConfigurationInput$GameSessionData": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

", - "GameSession$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", - "GameSessionPlacement$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", "MatchmakingConfiguration$GameSessionData": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used when FlexMatchMode is set to STANDALONE.

", - "StartGameSessionPlacementInput$GameSessionData": "

Set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", "UpdateMatchmakingConfigurationInput$GameSessionData": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session). This information is added to the new GameSession object that is created for a successful match. This parameter is not used if FlexMatchMode is set to STANDALONE.

" } }, @@ -1291,7 +1376,7 @@ "GameSessionDetailList": { "base": null, "refs": { - "DescribeGameSessionDetailsOutput$GameSessionDetails": "

A collection of objects containing game session properties and the protection policy currently in force for each session matching the request.

" + "DescribeGameSessionDetailsOutput$GameSessionDetails": "

A collection of properties for each game session that matches the request.

" } }, "GameSessionFullException": { @@ -1302,8 +1387,8 @@ "GameSessionList": { "base": null, "refs": { - "DescribeGameSessionsOutput$GameSessions": "

A collection of objects containing game session properties for each session matching the request.

", - "SearchGameSessionsOutput$GameSessions": "

A collection of objects containing game session properties for each session matching the request.

" + "DescribeGameSessionsOutput$GameSessions": "

A collection of properties for each game session that matches the request.

", + "SearchGameSessionsOutput$GameSessions": "

A collection of objects containing game session properties for each session that matches the request.

" } }, "GameSessionPlacement": { @@ -1321,7 +1406,7 @@ } }, "GameSessionQueue": { - "base": "

Configuration of a queue that is used to process game session placement requests. The queue configuration identifies several game features:

", + "base": "

Configuration for a game session placement mechanism that processes requests for new game sessions. A queue can be used on its own or as part of a matchmaking solution.

Related actions

CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue

", "refs": { "CreateGameSessionQueueOutput$GameSessionQueue": "

An object that describes the newly created game session queue.

", "GameSessionQueueList$member": null, @@ -1331,11 +1416,11 @@ "GameSessionQueueArn": { "base": null, "refs": { - "GameSessionQueue$GameSessionQueueArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift game session queue ARN, the resource ID matches the Name value.

" + "GameSessionQueue$GameSessionQueueArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. In a GameLift game session queue ARN, the resource ID matches the Name value.

" } }, "GameSessionQueueDestination": { - "base": "

Fleet designated in a game session queue. Requests for new game sessions in the queue are fulfilled by starting a new game session on any destination that is configured for a queue.

", + "base": "

A fleet or alias designated in a game session queue. Queues fulfill requests for new game sessions by placing a new game session on any of the queue's destinations.

Destinations are part of a GameSessionQueue.

", "refs": { "GameSessionQueueDestinationList$member": null } @@ -1343,9 +1428,9 @@ "GameSessionQueueDestinationList": { "base": null, "refs": { - "CreateGameSessionQueueInput$Destinations": "

A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

", - "GameSessionQueue$Destinations": "

A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order.

", - "UpdateGameSessionQueueInput$Destinations": "

A list of fleets that can be used to fulfill game session placement requests in the queue. Fleets are identified by either a fleet ARN or a fleet alias ARN. Destinations are listed in default preference order. When updating this list, provide a complete list of destinations.

" + "CreateGameSessionQueueInput$Destinations": "

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

", + "GameSessionQueue$Destinations": "

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference.

", + "UpdateGameSessionQueueInput$Destinations": "

A list of fleets and/or fleet aliases that can be used to fulfill game session placement requests in the queue. Destinations are identified by either a fleet ARN or a fleet alias ARN, and are listed in order of placement preference. When updating this list, provide a complete list of destinations.

" } }, "GameSessionQueueList": { @@ -1420,8 +1505,8 @@ "IdStringModel": { "base": null, "refs": { - "CreateGameSessionInput$GameSessionId": "

This parameter is no longer preferred. Please use IdempotencyToken instead. Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.)

", - "CreateGameSessionInput$IdempotencyToken": "

Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. (A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.) Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

", + "CreateGameSessionInput$GameSessionId": "

This parameter is no longer preferred. Please use IdempotencyToken instead. Custom string that uniquely identifies a request for a new game session. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID.

", + "CreateGameSessionInput$IdempotencyToken": "

Custom string that uniquely identifies the new game session request. This is useful for ensuring that game session requests with the same idempotency token are processed only once. Subsequent requests with the same string return the original GameSession object, with an updated status. Maximum token length is 48 characters. If provided, this string is included in the new game session's ID. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>. Idempotency tokens remain in use for 30 days after a game session has ended; game session objects are retained for this time period and then deleted.

", "DescribeGameSessionPlacementInput$PlacementId": "

A unique identifier for a game session placement to retrieve.

", "GameSessionPlacement$PlacementId": "

A unique identifier for a game session placement.

", "StartGameSessionPlacementInput$PlacementId": "

A unique identifier to assign to the new game session placement. This value is developer-defined. The value must be unique across all Regions and cannot be reused unless you are resubmitting a canceled or timed-out placement request.

", @@ -1434,7 +1519,7 @@ } }, "Instance": { - "base": "

Properties that describe an instance of a virtual computing resource that hosts one or more game servers. A fleet may contain zero or more instances.

", + "base": "

Represents an EC2 instance of virtual computing resources that hosts one or more game servers. In GameLift, a fleet can contain zero or more instances.

Related actions

DescribeInstances

", "refs": { "InstanceList$member": null } @@ -1452,7 +1537,7 @@ } }, "InstanceDefinition": { - "base": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

An allowed instance type for a GameServerGroup. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.

", + "base": "

This data type is used with the GameLift FleetIQ and game server groups.

An allowed instance type for a GameServerGroup. All game server groups must have at least two instance types defined for it. GameLift FleetIQ periodically evaluates each defined instance type for viability. It then updates the Auto Scaling group with the list of viable instance types.

", "refs": { "InstanceDefinitions$member": null } @@ -1469,9 +1554,9 @@ "base": null, "refs": { "DescribeInstancesInput$InstanceId": "

A unique identifier for an instance to retrieve. Specify an instance ID or leave blank to retrieve all instances in the fleet.

", - "GetInstanceAccessInput$InstanceId": "

A unique identifier for an instance you want to get access to. You can access an instance in any status.

", - "Instance$InstanceId": "

A unique identifier for an instance.

", - "InstanceAccess$InstanceId": "

A unique identifier for an instance being accessed.

" + "GetInstanceAccessInput$InstanceId": "

A unique identifier for the instance you want to get access to. You can access an instance in any status.

", + "Instance$InstanceId": "

A unique identifier for the instance.

", + "InstanceAccess$InstanceId": "

A unique identifier for the instance being accessed.

" } }, "InstanceList": { @@ -1483,7 +1568,7 @@ "InstanceStatus": { "base": null, "refs": { - "Instance$Status": "

Current status of the instance. Possible statuses include the following:

" + "Instance$Status": "

Current status of the instance. Possible statuses include the following:

" } }, "Integer": { @@ -1516,15 +1601,15 @@ "IpAddress": { "base": null, "refs": { - "GameSession$IpAddress": "

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

", - "GameSessionPlacement$IpAddress": "

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number. This value is set once the new game session is placed (placement status is FULFILLED).

", + "GameSession$IpAddress": "

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

", + "GameSessionPlacement$IpAddress": "

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

", "Instance$IpAddress": "

IP address that is assigned to the instance.

", "InstanceAccess$IpAddress": "

IP address that is assigned to the instance.

", - "PlayerSession$IpAddress": "

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

" + "PlayerSession$IpAddress": "

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

" } }, "IpPermission": { - "base": "

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an Amazon GameLift hosting resource. New game sessions that are started on the fleet are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. For fleets created with a custom game server, the ranges reflect the server's game session assignments. For Realtime Servers fleets, Amazon GameLift automatically opens two port ranges, one for TCP messaging and one for UDP for use by the Realtime servers.

", + "base": "

A range of IP addresses and port settings that allow inbound traffic to connect to server processes on an instance in a fleet. New game sessions are assigned an IP address/port number combination, which must fall into the fleet's allowed ranges. Fleets with custom game builds must have permissions explicitly set. For Realtime Servers fleets, GameLift automatically opens two port ranges, one for TCP messaging and one for UDP.

Related actions

DescribeFleetPortSettings

", "refs": { "IpPermissionsList$member": null } @@ -1532,7 +1617,7 @@ "IpPermissionsList": { "base": null, "refs": { - "CreateFleetInput$EC2InboundPermissions": "

Range of IP addresses and port settings that permit inbound traffic to access game sessions that are running on the fleet. For fleets using a custom game build, this parameter is required before game sessions running on the fleet can accept connections. For Realtime Servers fleets, Amazon GameLift automatically sets TCP and UDP ranges for use by the Realtime servers. You can specify multiple permission settings or add more by updating the fleet.

", + "CreateFleetInput$EC2InboundPermissions": "

The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.

", "DescribeFleetPortSettingsOutput$InboundPermissions": "

The port settings for the requested fleet ID.

", "UpdateFleetPortSettingsInput$InboundPermissionAuthorizations": "

A collection of port settings to be added to the fleet resource.

", "UpdateFleetPortSettingsInput$InboundPermissionRevocations": "

A collection of port settings to be removed from the fleet resource.

" @@ -1544,10 +1629,19 @@ "IpPermission$Protocol": "

The network communication protocol used by the fleet.

" } }, + "LargeGameSessionData": { + "base": null, + "refs": { + "CreateGameSessionInput$GameSessionData": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

", + "GameSession$GameSessionData": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session.

", + "GameSessionPlacement$GameSessionData": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

", + "StartGameSessionPlacementInput$GameSessionData": "

A set of custom game session properties, formatted as a single string value. This data is passed to a game server process in the GameSession object with a request to start a new game session (see Start a Game Session).

" + } + }, "LatencyMap": { "base": null, "refs": { - "Player$LatencyInMs": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

" + "Player$LatencyInMs": "

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. If this property is present, FlexMatch considers placing the match only in Regions for which latency is reported.

If a matchmaker has a rule that evaluates player latency, players must report latency in order to be matched. If no latency is reported in this scenario, FlexMatch assumes that no Regions are available to the player and the ticket is not matchable.

" } }, "LaunchTemplateId": { @@ -1563,9 +1657,9 @@ } }, "LaunchTemplateSpecification": { - "base": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

An EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group with CreateGameServerGroup.

", + "base": "

This data type is used with the GameLift FleetIQ and game server groups.

An EC2 launch template that contains configuration settings and game server code to be deployed to all instances in a game server group. The launch template is specified when creating a new game server group with CreateGameServerGroup.

", "refs": { - "CreateGameServerGroupInput$LaunchTemplate": "

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

" + "CreateGameServerGroupInput$LaunchTemplate": "

The EC2 launch template that contains configuration settings and game server code to be deployed to all instances in the game server group. You can specify the template using either the template name or ID. For help with creating a launch template, see Creating a Launch Template for an Auto Scaling Group in the Amazon EC2 Auto Scaling User Guide. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

If you specify network interfaces in your launch template, you must explicitly set the property AssociatePublicIpAddress to \"true\". If no network interface is specified in the launch template, GameLift FleetIQ uses your account's default VPC.

" } }, "LaunchTemplateVersion": { @@ -1649,6 +1743,92 @@ "refs": { } }, + "LocationAttributes": { + "base": "

Represents a location in a multi-location fleet.

Related actions

DescribeFleetLocationAttributes

", + "refs": { + "LocationAttributesList$member": null + } + }, + "LocationAttributesList": { + "base": null, + "refs": { + "DescribeFleetLocationAttributesOutput$LocationAttributes": "

Location-specific information on the requested fleet's remote locations.

" + } + }, + "LocationConfiguration": { + "base": "

A remote location where a multi-location fleet can deploy EC2 instances for game hosting.

Related actions

CreateFleet

", + "refs": { + "LocationConfigurationList$member": null + } + }, + "LocationConfigurationList": { + "base": null, + "refs": { + "CreateFleetInput$Locations": "

A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2. To create a fleet with instances in the home Region only, omit this parameter.

", + "CreateFleetLocationsInput$Locations": "

A list of locations to deploy additional instances to and manage as part of the fleet. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2.

" + } + }, + "LocationList": { + "base": null, + "refs": { + "DeleteFleetLocationsInput$Locations": "

The list of fleet locations to delete. Specify locations in the form of an AWS Region code, such as us-west-2.

", + "DescribeFleetLocationAttributesInput$Locations": "

A list of fleet locations to retrieve information for. Specify locations in the form of an AWS Region code, such as us-west-2.

", + "FilterConfiguration$AllowedLocations": "

A list of locations to allow game session placement in, in the form of AWS Region codes such as us-west-2.

", + "PriorityConfiguration$LocationOrder": "

The prioritization order to use for fleet locations, when the PriorityOrder property includes LOCATION. Locations are identified by AWS Region codes such as us-west-2. Each location can only be listed once.

" + } + }, + "LocationState": { + "base": "

A fleet location and its life-cycle state. A location state object might be used to describe a fleet's remote location or home Region. Life-cycle state tracks the progress of launching the first instance in a new location and preparing it for game hosting, and then removing all instances and deleting the location from the fleet.

Related actions

CreateFleet | CreateFleetLocations | DeleteFleetLocations

", + "refs": { + "LocationAttributes$LocationState": "

A fleet location and its current life-cycle state.

", + "LocationStateList$member": null + } + }, + "LocationStateList": { + "base": null, + "refs": { + "CreateFleetLocationsOutput$LocationStates": "

The remote locations that are being added to the fleet, and the life-cycle status of each location. For new locations, the status is set to NEW. During location creation, GameLift updates each location's status as instances are deployed there and prepared for game hosting. This list does not include the fleet home Region or any remote locations that were already added to the fleet.

", + "CreateFleetOutput$LocationStates": "

The fleet's locations and life-cycle status of each location. For new fleets, the status of all locations is set to NEW. During fleet creation, GameLift updates each location status as instances are deployed there and prepared for game hosting. This list includes an entry for the fleet's home Region. For fleets with no remote locations, only one entry, representing the home Region, is returned.

", + "DeleteFleetLocationsOutput$LocationStates": "

The remote locations that are being deleted, with each location status set to DELETING.

" + } + }, + "LocationStringModel": { + "base": null, + "refs": { + "CreateGameSessionInput$Location": "

A fleet's remote location to place the new game session in. If this parameter is not set, the new game session is placed in the fleet's home Region. Specify a remote location with an AWS Region code such as us-west-2.

", + "DescribeEC2InstanceLimitsInput$Location": "

The name of a remote location to request instance limits for, in the form of an AWS Region code such as us-west-2.

", + "DescribeFleetLocationCapacityInput$Location": "

The fleet location to retrieve capacity information for. Specify a location in the form of an AWS Region code, such as us-west-2.

", + "DescribeFleetLocationUtilizationInput$Location": "

The fleet location to retrieve utilization information for. Specify a location in the form of an AWS Region code, such as us-west-2.

", + "DescribeFleetPortSettingsInput$Location": "

A remote location to check for status of port setting updates. Use the AWS Region code format, such as us-west-2.

", + "DescribeFleetPortSettingsOutput$Location": "

The requested fleet location, expressed as an AWS Region code, such as us-west-2.

", + "DescribeGameSessionDetailsInput$Location": "

A fleet location to get game sessions for. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as us-west-2.

", + "DescribeGameSessionsInput$Location": "

A fleet location to get game session details for. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as us-west-2.

", + "DescribeInstancesInput$Location": "

The name of a location to retrieve instance information for, in the form of an AWS Region code such as us-west-2.

", + "DescribeScalingPoliciesInput$Location": "

CONTENT TODO

", + "EC2InstanceLimit$Location": "

An AWS Region code, such as us-west-2.

", + "FleetCapacity$Location": "

The fleet location for the instance count information, expressed as an AWS Region code, such as us-west-2.

", + "FleetUtilization$Location": "

The fleet location for the fleet utilization information, expressed as an AWS Region code, such as us-west-2.

", + "GameSession$Location": "

The fleet location where the game session is running. This value might specify the fleet's home Region or a remote location. Location is expressed as an AWS Region code such as us-west-2.

", + "Instance$Location": "

The fleet location of the instance, expressed as an AWS Region code, such as us-west-2.

", + "LocationConfiguration$Location": "

An AWS Region code, such as us-west-2.

", + "LocationList$member": null, + "LocationState$Location": "

The fleet location, expressed as an AWS Region code such as us-west-2.

", + "ScalingPolicy$Location": "

", + "SearchGameSessionsInput$Location": "

A fleet location to search for game sessions. You can specify a fleet's home Region or a remote location. Use the AWS Region code format, such as us-west-2.

", + "StartFleetActionsInput$Location": "

The fleet location to restart fleet actions for. Specify a location in the form of an AWS Region code, such as us-west-2.

", + "StopFleetActionsInput$Location": "

The fleet location to stop fleet actions for. Specify a location in the form of an AWS Region code, such as us-west-2.

", + "UpdateFleetCapacityInput$Location": "

The name of a remote location to update fleet capacity settings for, in the form of an AWS Region code such as us-west-2.

", + "UpdateFleetCapacityOutput$Location": "

The remote location being updated, expressed as an AWS Region code, such as us-west-2.

" + } + }, + "LocationUpdateStatus": { + "base": null, + "refs": { + "DescribeFleetPortSettingsOutput$UpdateStatus": "

The current status of updates to the fleet's port settings in the requested fleet location. A status of PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.

", + "LocationAttributes$UpdateStatus": "

The status of fleet activity updates to the location. The status PENDING_UPDATE indicates that StopFleetActions or StartFleetActions has been requested but the update has not yet been completed for the location.

", + "ScalingPolicy$UpdateStatus": "

The current status of the fleet's scaling policies in a requested fleet location. The status PENDING_UPDATE indicates that an update was requested for the fleet but has not yet been completed for the location.

" + } + }, "MatchedPlayerSession": { "base": "

Represents a new player session that is created as a result of a successful FlexMatch match. A successful match automatically creates new player sessions for every player ID in the original matchmaking request.

When players connect to the match's game session, they must include both player ID and player session ID in order to claim their assigned player slot.

", "refs": { @@ -1671,9 +1851,9 @@ "MatchmakingAcceptanceTimeoutInteger": { "base": null, "refs": { - "CreateMatchmakingConfigurationInput$AcceptanceTimeoutSeconds": "

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the tickets are returned to the ticket pool and continue to be evaluated for an acceptable match.

", - "MatchmakingConfiguration$AcceptanceTimeoutSeconds": "

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the tickets are returned to the ticket pool and continue to be evaluated for an acceptable match.

", - "UpdateMatchmakingConfigurationInput$AcceptanceTimeoutSeconds": "

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the tickets are returned to the ticket pool and continue to be evaluated for an acceptable match.

" + "CreateMatchmakingConfigurationInput$AcceptanceTimeoutSeconds": "

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

", + "MatchmakingConfiguration$AcceptanceTimeoutSeconds": "

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required. If any player rejects the match or fails to accept before the timeout, the ticket continues to look for an acceptable match.

", + "UpdateMatchmakingConfigurationInput$AcceptanceTimeoutSeconds": "

The length of time (in seconds) to wait for players to accept a proposed match, if acceptance is required.

" } }, "MatchmakingConfiguration": { @@ -1687,8 +1867,8 @@ "MatchmakingConfigurationArn": { "base": "Data type used for Matchmaking Configuration ARN.", "refs": { - "MatchmakingConfiguration$ConfigurationArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift configuration ARN, the resource ID matches the Name value.

", - "MatchmakingTicket$ConfigurationArn": "

The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

" + "MatchmakingConfiguration$ConfigurationArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking configuration resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingconfiguration/<matchmaking configuration name>. In a GameLift configuration ARN, the resource ID matches the Name value.

", + "MatchmakingTicket$ConfigurationArn": "

The Amazon Resource Name (ARN) associated with the GameLift matchmaking configuration resource that is used with this ticket.

" } }, "MatchmakingConfigurationList": { @@ -1700,17 +1880,17 @@ "MatchmakingConfigurationName": { "base": null, "refs": { - "DeleteMatchmakingConfigurationInput$Name": "

A unique identifier for a matchmaking configuration. You can use either the configuration name or ARN value.

", + "DeleteMatchmakingConfigurationInput$Name": "

A unique identifier for the matchmaking configuration. You can use either the configuration name or ARN value.

", "MatchmakingConfigurationNameList$member": null, "StartMatchBackfillInput$ConfigurationName": "

Name of the matchmaker to use for this request. You can use either the configuration name or ARN value. The ARN of the matchmaker that was used with the original game session is listed in the GameSession object, MatchmakerData property.

", "StartMatchmakingInput$ConfigurationName": "

Name of the matchmaking configuration to use for this request. Matchmaking configurations must exist in the same Region as this request. You can use either the configuration name or ARN value.

", - "UpdateMatchmakingConfigurationInput$Name": "

A unique identifier for a matchmaking configuration to update. You can use either the configuration name or ARN value.

" + "UpdateMatchmakingConfigurationInput$Name": "

A unique identifier for the matchmaking configuration to update. You can use either the configuration name or ARN value.

" } }, "MatchmakingConfigurationNameList": { "base": null, "refs": { - "DescribeMatchmakingConfigurationsInput$Names": "

A unique identifier for a matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.

" + "DescribeMatchmakingConfigurationsInput$Names": "

A unique identifier for the matchmaking configuration(s) to retrieve. You can use either the configuration name or ARN value. To request all existing configurations, leave this parameter empty.

" } }, "MatchmakingConfigurationStatus": { @@ -1729,12 +1909,12 @@ "base": null, "refs": { "AcceptMatchInput$TicketId": "

A unique identifier for a matchmaking ticket. The ticket must be in status REQUIRES_ACCEPTANCE; otherwise this request will fail.

", - "CreateMatchmakingConfigurationInput$Name": "

A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

", - "CreateMatchmakingRuleSetInput$Name": "

A unique identifier for a matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional name field in the rule set body.

", - "MatchmakingConfiguration$Name": "

A unique identifier for a matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

", - "MatchmakingConfiguration$RuleSetName": "

A unique identifier for a matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

", + "CreateMatchmakingConfigurationInput$Name": "

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

", + "CreateMatchmakingRuleSetInput$Name": "

A unique identifier for the matchmaking rule set. A matchmaking configuration identifies the rule set it uses by this name value. Note that the rule set name is different from the optional name field in the rule set body.

", + "MatchmakingConfiguration$Name": "

A unique identifier for the matchmaking configuration. This name is used to identify the configuration associated with a matchmaking request or ticket.

", + "MatchmakingConfiguration$RuleSetName": "

A unique identifier for the matchmaking rule set to use with this configuration. A matchmaking configuration can only use rule sets that are defined in the same Region.

", "MatchmakingIdList$member": null, - "MatchmakingRuleSet$RuleSetName": "

A unique identifier for a matchmaking rule set

", + "MatchmakingRuleSet$RuleSetName": "

A unique identifier for the matchmaking rule set

", "MatchmakingTicket$TicketId": "

A unique identifier for a matchmaking ticket.

", "MatchmakingTicket$ConfigurationName": "

Name of the MatchmakingConfiguration that is used with this ticket. Matchmaking configurations determine how players are grouped into a match and how a new game session is created for the match.

", "StartMatchBackfillInput$TicketId": "

A unique identifier for a matchmaking ticket. If no ticket ID is specified here, Amazon GameLift will generate one in the form of a UUID. Use this identifier to track the match backfill ticket status and retrieve match results.

", @@ -1751,7 +1931,7 @@ } }, "MatchmakingRuleSet": { - "base": "

Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch Rule Set.

", + "base": "

Set of rule statements, used with FlexMatch, that determine how to build your player matches. Each rule set describes a type of group to be created and defines the parameters for acceptable player matches. Rule sets are used in MatchmakingConfiguration objects.

A rule set may define the following elements for a match. For detailed information and examples showing how to construct a rule set, see Build a FlexMatch rule set.

", "refs": { "CreateMatchmakingRuleSetOutput$RuleSet": "

The newly created matchmaking rule set.

", "MatchmakingRuleSetList$member": null @@ -1760,8 +1940,8 @@ "MatchmakingRuleSetArn": { "base": "Data type used for Matchmaking RuleSet ARN.", "refs": { - "MatchmakingConfiguration$RuleSetArn": "

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

", - "MatchmakingRuleSet$RuleSetArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.

" + "MatchmakingConfiguration$RuleSetArn": "

The Amazon Resource Name (ARN) associated with the GameLift matchmaking rule set resource that this configuration uses.

", + "MatchmakingRuleSet$RuleSetArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift matchmaking rule set resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::matchmakingruleset/<ruleset name>. In a GameLift rule set ARN, the resource ID matches the RuleSetName value.

" } }, "MatchmakingRuleSetList": { @@ -1773,11 +1953,11 @@ "MatchmakingRuleSetName": { "base": null, "refs": { - "CreateMatchmakingConfigurationInput$RuleSetName": "

A unique identifier for a matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

", - "DeleteMatchmakingRuleSetInput$Name": "

A unique identifier for a matchmaking rule set to be deleted. (Note: The rule set name is different from the optional \"name\" field in the rule set body.) You can use either the rule set name or ARN value.

", - "DescribeMatchmakingConfigurationsInput$RuleSetName": "

A unique identifier for a matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.

", + "CreateMatchmakingConfigurationInput$RuleSetName": "

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

", + "DeleteMatchmakingRuleSetInput$Name": "

A unique identifier for the matchmaking rule set to be deleted. (Note: The rule set name is different from the optional \"name\" field in the rule set body.) You can use either the rule set name or ARN value.

", + "DescribeMatchmakingConfigurationsInput$RuleSetName": "

A unique identifier for the matchmaking rule set. You can use either the rule set name or ARN value. Use this parameter to retrieve all matchmaking configurations that use this rule set.

", "MatchmakingRuleSetNameList$member": null, - "UpdateMatchmakingConfigurationInput$RuleSetName": "

A unique identifier for a matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

" + "UpdateMatchmakingConfigurationInput$RuleSetName": "

A unique identifier for the matchmaking rule set to use with this configuration. You can use either the rule set name or ARN value. A matchmaking configuration can only use rule sets that are defined in the same Region.

" } }, "MatchmakingRuleSetNameList": { @@ -1803,7 +1983,7 @@ "MaxConcurrentGameSessionActivations": { "base": null, "refs": { - "RuntimeConfiguration$MaxConcurrentGameSessionActivations": "

The maximum number of game sessions with status ACTIVATING to allow on an instance simultaneously. This setting limits the amount of instance resources that can be used for new game activations at any one time.

" + "RuntimeConfiguration$MaxConcurrentGameSessionActivations": "

The number of game sessions in status ACTIVATING to allow on an instance. This setting limits the instance resources that can be used for new game activations at any one time.

" } }, "MetricGroup": { @@ -1815,9 +1995,9 @@ "MetricGroupList": { "base": null, "refs": { - "CreateFleetInput$MetricGroups": "

The name of an Amazon CloudWatch metric group to add this fleet to. A metric group aggregates the metrics for all fleets in the group. Specify an existing metric group name, or provide a new name to create a new metric group. A fleet can only be included in one metric group at a time.

", - "FleetAttributes$MetricGroups": "

Names of metric groups that this fleet is included in. In Amazon CloudWatch, you can view metrics for an individual fleet or aggregated metrics for fleets that are in a fleet metric group. A fleet can be included in only one metric group at a time.

", - "UpdateFleetAttributesInput$MetricGroups": "

Names of metric groups to include this fleet in. Amazon CloudWatch uses a fleet metric group is to aggregate metrics from multiple fleets. Use an existing metric group name to add this fleet to the group. Or use a new name to create a new metric group. A fleet can only be included in one metric group at a time.

" + "CreateFleetInput$MetricGroups": "

The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.

", + "FleetAttributes$MetricGroups": "

Name of a metric group that metrics for this fleet are added to. In Amazon CloudWatch, you can view aggregated metrics for fleets that are in a metric group. A fleet can be included in only one metric group at a time.

", + "UpdateFleetAttributesInput$MetricGroups": "

The name of a metric group to add this fleet to. Use a metric group in Amazon CloudWatch to aggregate the metrics from multiple fleets. Provide an existing metric group name, or create a new metric group by providing a new name. A fleet can only be in one metric group at a time.

" } }, "MetricName": { @@ -1848,9 +2028,9 @@ "AwsCredentials$SecretAccessKey": "

Temporary secret key allowing access to the Amazon GameLift S3 account.

", "AwsCredentials$SessionToken": "

Token used to associate a specific build ID with the files uploaded using these credentials.

", "ConflictException$Message": null, - "CreateFleetInput$InstanceRoleArn": "

A unique identifier for an AWS IAM role that manages access to your AWS services. Fleets with an instance role ARN allow applications that are running on the fleet's instances to assume the role. Learn more about using on-box credentials for your game servers at Access external resources from a game server. To call this operation with instance role ARN, you must have IAM PassRole permissions. See IAM policy examples for GameLift.

", + "CreateFleetInput$InstanceRoleArn": "

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created.

", "Event$Message": "

Additional information related to the event.

", - "FleetAttributes$InstanceRoleArn": "

A unique identifier for an AWS IAM role that manages access to your AWS services.

", + "FleetAttributes$InstanceRoleArn": "

A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server.

", "FleetCapacityExceededException$Message": null, "GameSessionFullException$Message": null, "IdempotentParameterMismatchException$Message": null, @@ -1865,13 +2045,13 @@ "ListAliasesInput$Name": "

A descriptive label that is associated with an alias. Alias names do not need to be unique.

", "ListAliasesInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", "ListAliasesOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "ListBuildsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", - "ListBuildsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "ListBuildsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "ListBuildsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", "ListScriptsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", "ListScriptsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", "NotFoundException$Message": null, "OutOfCapacityException$Message": null, - "S3Location$Bucket": "

An S3 bucket identifier. This is the name of the S3 bucket.

GameLift currently does not support uploading from S3 buckets with names that contain a dot (.).

", + "S3Location$Bucket": "

An Amazon S3 bucket identifier. This is the name of the S3 bucket.

GameLift currently does not support uploading from Amazon S3 buckets with names that contain a dot (.).

", "S3Location$Key": "

The name of the zip file that contains the build files or script files.

", "S3Location$RoleArn": "

The Amazon Resource Name (ARN) for an IAM role that allows Amazon GameLift to access the S3 bucket.

", "S3Location$ObjectVersion": "

The version of the file, if object versioning is turned on for the bucket. Amazon GameLift uses this information when retrieving files from an S3 bucket that you own. Use this parameter to specify a specific version of the file. If not set, the latest version of the file is retrieved.

", @@ -1895,63 +2075,65 @@ "CreateBuildInput$Name": "

A descriptive label that is associated with a build. Build names do not need to be unique. You can use UpdateBuild to change this value later.

", "CreateBuildInput$Version": "

Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateBuild to change this value later.

", "CreateFleetInput$Name": "

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

", - "CreateFleetInput$Description": "

A human-readable description of a fleet.

", - "CreateFleetInput$ServerLaunchPath": "

This parameter is no longer used. Instead, specify a server launch path using the RuntimeConfiguration parameter. Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.

", - "CreateFleetInput$ServerLaunchParameters": "

This parameter is no longer used. Instead, specify server launch parameters in the RuntimeConfiguration parameter. (Requests that specify a server launch path and launch parameters instead of a runtime configuration will continue to work.)

", - "CreateFleetInput$PeerVpcAwsAccountId": "

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your account ID in the AWS Management Console under account settings.

", - "CreateFleetInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", + "CreateFleetInput$Description": "

A human-readable description of the fleet.

", + "CreateFleetInput$ServerLaunchPath": "

This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

", + "CreateFleetInput$ServerLaunchParameters": "

This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

", + "CreateFleetInput$PeerVpcAwsAccountId": "

Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.

", + "CreateFleetInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

", "CreateGameSessionInput$Name": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

", - "CreateGameSessionInput$CreatorId": "

A unique identifier for a player or entity creating the game session. This ID is used to enforce a resource protection policy (if one exists) that limits the number of concurrent active game sessions one player can have.

", + "CreateGameSessionInput$CreatorId": "

A unique identifier for a player or entity creating the game session. This parameter is required when requesting a new game session on a fleet with a resource creation limit policy. This type of policy limits the number of concurrent active game sessions that one player can create within a certain time span. GameLift uses the CreatorId to evaluate the new request against the policy.

", "CreateMatchmakingConfigurationInput$Description": "

A human-readable description of the matchmaking configuration.

", "CreatePlayerSessionInput$PlayerId": "

A unique identifier for a player. Player IDs are developer-defined.

", "CreateScriptInput$Name": "

A descriptive label that is associated with a script. Script names do not need to be unique. You can use UpdateScript to change this value later.

", - "CreateScriptInput$Version": "

The version that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.

", - "CreateVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "

A unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", - "CreateVpcPeeringAuthorizationInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", + "CreateScriptInput$Version": "

Version information that is associated with a build or script. Version strings do not need to be unique. You can use UpdateScript to change this value later.

", + "CreateVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "

A unique identifier for the AWS account that you use to manage your GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", + "CreateVpcPeeringAuthorizationInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

", "CreateVpcPeeringConnectionInput$PeerVpcAwsAccountId": "

A unique identifier for the AWS account with the VPC that you want to peer your Amazon GameLift fleet with. You can find your Account ID in the AWS Management Console under account settings.

", - "CreateVpcPeeringConnectionInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", - "DeleteScalingPolicyInput$Name": "

A descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

", - "DeleteVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "

A unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", - "DeleteVpcPeeringAuthorizationInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", + "CreateVpcPeeringConnectionInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

", + "DeleteScalingPolicyInput$Name": "

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

", + "DeleteVpcPeeringAuthorizationInput$GameLiftAwsAccountId": "

A unique identifier for the AWS account that you use to manage your GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", + "DeleteVpcPeeringAuthorizationInput$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

", "DeleteVpcPeeringConnectionInput$VpcPeeringConnectionId": "

A unique identifier for a VPC peering connection. This value is included in the VpcPeeringConnection object, which can be retrieved by calling DescribeVpcPeeringConnections.

", - "DescribeFleetAttributesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", - "DescribeFleetAttributesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "DescribeFleetCapacityInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", - "DescribeFleetCapacityOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "DescribeFleetEventsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", - "DescribeFleetEventsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "DescribeFleetUtilizationInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", - "DescribeFleetUtilizationOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "DescribeGameServerInstancesInput$NextToken": "

A token that indicates the start of the next sequential segment of results. Use the token returned with the previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "DescribeFleetAttributesInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", + "DescribeFleetAttributesOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "DescribeFleetCapacityInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", + "DescribeFleetCapacityOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "DescribeFleetEventsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "DescribeFleetEventsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "DescribeFleetLocationAttributesInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "DescribeFleetLocationAttributesOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "DescribeFleetUtilizationInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. This parameter is ignored when the request specifies one or a list of fleet IDs.

", + "DescribeFleetUtilizationOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "DescribeGameServerInstancesInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", "DescribeGameServerInstancesOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", "DescribeGameSessionDetailsInput$StatusFilter": "

Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING and TERMINATING (the last two are transitory).

", - "DescribeGameSessionDetailsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", - "DescribeGameSessionDetailsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "DescribeGameSessionDetailsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "DescribeGameSessionDetailsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", "DescribeGameSessionQueuesInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", "DescribeGameSessionQueuesOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "DescribeGameSessionsInput$StatusFilter": "

Game session status to filter results on. Possible game session statuses include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are transitory).

", - "DescribeGameSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", - "DescribeGameSessionsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "DescribeInstancesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", - "DescribeInstancesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "DescribeGameSessionsInput$StatusFilter": "

Game session status to filter results on. You can filter on the following states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are transitory and used for only very brief periods of time.

", + "DescribeGameSessionsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "DescribeGameSessionsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "DescribeInstancesInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "DescribeInstancesOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", "DescribeMatchmakingConfigurationsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", "DescribeMatchmakingConfigurationsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", "DescribeMatchmakingRuleSetsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", "DescribeMatchmakingRuleSetsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", "DescribePlayerSessionsInput$PlayerId": "

A unique identifier for a player to retrieve player sessions for.

", "DescribePlayerSessionsInput$PlayerSessionStatusFilter": "

Player session status to filter results on.

Possible player session statuses include the following:

", - "DescribePlayerSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.

", - "DescribePlayerSessionsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "DescribeScalingPoliciesInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", - "DescribeScalingPoliciesOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "DescribePlayerSessionsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value. If a player session ID is specified, this parameter is ignored.

", + "DescribePlayerSessionsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "DescribeScalingPoliciesInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "DescribeScalingPoliciesOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", "DesiredPlayerSession$PlayerId": "

A unique identifier for a player to associate with the player session.

", "Event$EventId": "

A unique identifier for a fleet event.

", "Event$ResourceId": "

A unique identifier for an event resource, such as a fleet ID.

", - "Event$PreSignedLogUrl": "

Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the Amazon GameLift console.

", - "FleetAttributes$Description": "

Human-readable description of the fleet.

", + "Event$PreSignedLogUrl": "

Location of stored logs with additional detail that is related to the event. This is useful for debugging issues. The URL is valid for 15 minutes. You can also access fleet creation logs through the GameLift console.

", + "FleetAttributes$Description": "

A human-readable description of the fleet.

", "FleetAttributes$Name": "

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

", - "FleetAttributes$ServerLaunchPath": "

Path to a game server executable in the fleet's build, specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for fleets created after this date are specified in the fleet's RuntimeConfiguration.

", - "FleetAttributes$ServerLaunchParameters": "

Game server launch parameters specified for fleets created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after this date are specified in the fleet's RuntimeConfiguration.

", + "FleetAttributes$ServerLaunchPath": "

This parameter is no longer used. Server launch paths are now defined using the fleet's RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

", + "FleetAttributes$ServerLaunchParameters": "

This parameter is no longer used. Server launch parameters are now defined using the fleet's RuntimeConfiguration parameter. Requests that use this parameter instead continue to be valid.

", "GameServerGroup$StatusReason": "

Additional information about the current game server group status. This information might provide additional insight on groups that are in ERROR status.

", "GameSession$GameSessionId": "

A unique identifier for the game session. A game session ARN has the following format: arn:aws:gamelift:<region>::gamesession/<fleet ID>/<custom ID string or idempotency token>.

", "GameSession$Name": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

", @@ -1961,11 +2143,11 @@ "GameSessionPlacement$GameSessionArn": "

Identifier for the game session created by this placement request. This value is set once the new game session is placed (placement status is FULFILLED). This identifier is unique across all Regions. You can use this value as a GameSessionId value as needed.

", "GameSessionPlacement$GameSessionRegion": "

Name of the Region where the game session created by this placement request is running. This value is set once the new game session is placed (placement status is FULFILLED).

", "GetGameSessionLogUrlOutput$PreSignedUrl": "

Location of the requested game session logs, available for download. This URL is valid for 15 minutes, after which S3 will reject any download request using this URL. You can request a new URL any time within the 14-day period that the logs are retained.

", - "ListFleetsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", - "ListFleetsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "ListGameServerGroupsInput$NextToken": "

A token that indicates the start of the next sequential segment of results. Use the token returned with the previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "ListFleetsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "ListFleetsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "ListGameServerGroupsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", "ListGameServerGroupsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "ListGameServersInput$NextToken": "

A token that indicates the start of the next sequential segment of results. Use the token returned with the previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "ListGameServersInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", "ListGameServersOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", "MatchedPlayerSession$PlayerId": "

A unique identifier for a player

", "MatchmakingConfiguration$Description": "

A descriptive label that is associated with matchmaking configuration.

", @@ -1979,16 +2161,16 @@ "PlayerLatency$RegionIdentifier": "

Name of the Region that is associated with the latency value.

", "PlayerSession$PlayerId": "

A unique identifier for a player that is associated with this player session.

", "PlayerSession$GameSessionId": "

A unique identifier for the game session that the player session is connected to.

", - "PutScalingPolicyInput$Name": "

A descriptive label that is associated with a scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.

", - "PutScalingPolicyOutput$Name": "

A descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

", - "ScalingPolicy$Name": "

A descriptive label that is associated with a scaling policy. Policy names do not need to be unique.

", + "PutScalingPolicyInput$Name": "

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique. A fleet can have only one scaling policy with the same name.

", + "PutScalingPolicyOutput$Name": "

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

", + "ScalingPolicy$Name": "

A descriptive label that is associated with a fleet's scaling policy. Policy names do not need to be unique.

", "Script$Name": "

A descriptive label that is associated with a script. Script names do not need to be unique.

", - "Script$Version": "

The version that is associated with a build or script. Version strings do not need to be unique.

", + "Script$Version": "

Version information that is associated with a build or script. Version strings do not need to be unique.

", "SearchGameSessionsInput$FilterExpression": "

String containing the search criteria for the session search. If no filter expression is included, the request returns results for all game sessions in the fleet that are in ACTIVE status.

A filter expression can contain one or multiple conditions. Each condition consists of the following:

To chain multiple conditions in a single expression, use the logical keywords AND, OR, and NOT and parentheses as needed. For example: x AND y AND NOT z, NOT (x OR y).

Session search evaluates conditions from left to right using the following precedence rules:

  1. =, <>, <, >, <=, >=

  2. Parentheses

  3. NOT

  4. AND

  5. OR

For example, this filter expression retrieves game sessions hosting at least ten players that have an open player slot: \"maximumSessions>=10 AND hasAvailablePlayerSessions=true\".

", "SearchGameSessionsInput$SortExpression": "

Instructions on how to sort the search results. If no sort expression is included, the request returns results in random order. A sort expression consists of the following elements:

For example, this sort expression returns the oldest active sessions first: \"SortExpression\": \"creationTimeMillis ASC\". Results with a null value for the sort operand are returned at the end of the list.

", - "SearchGameSessionsInput$NextToken": "

Token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", - "SearchGameSessionsOutput$NextToken": "

Token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", - "ServerProcess$LaunchPath": "

The location of the server executable in a custom game build or the name of the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

", + "SearchGameSessionsInput$NextToken": "

A token that indicates the start of the next sequential page of results. Use the token that is returned with a previous call to this operation. To start at the beginning of the result set, do not specify a value.

", + "SearchGameSessionsOutput$NextToken": "

A token that indicates where to resume retrieving results on the next call to this operation. If no token is returned, these results represent the end of the list.

", + "ServerProcess$LaunchPath": "

The location of a game build executable or the Realtime script file that contains the Init() function. Game builds and Realtime scripts are installed on instances at the root:

", "ServerProcess$Parameters": "

An optional list of parameters to pass to the server executable or Realtime script on launch.

", "StartGameSessionPlacementInput$GameSessionName": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

", "StringDoubleMap$key": null, @@ -1997,17 +2179,17 @@ "UpdateBuildInput$Name": "

A descriptive label that is associated with a build. Build names do not need to be unique.

", "UpdateBuildInput$Version": "

Version information that is associated with a build or script. Version strings do not need to be unique.

", "UpdateFleetAttributesInput$Name": "

A descriptive label that is associated with a fleet. Fleet names do not need to be unique.

", - "UpdateFleetAttributesInput$Description": "

Human-readable description of a fleet.

", + "UpdateFleetAttributesInput$Description": "

A human-readable description of a fleet.

", "UpdateGameSessionInput$Name": "

A descriptive label that is associated with a game session. Session names do not need to be unique.

", "UpdateMatchmakingConfigurationInput$Description": "

A descriptive label that is associated with matchmaking configuration.

", "UpdateScriptInput$Name": "

A descriptive label that is associated with a script. Script names do not need to be unique.

", - "UpdateScriptInput$Version": "

The version that is associated with a build or script. Version strings do not need to be unique.

", - "VpcPeeringAuthorization$GameLiftAwsAccountId": "

A unique identifier for the AWS account that you use to manage your Amazon GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", + "UpdateScriptInput$Version": "

Version information that is associated with a build or script. Version strings do not need to be unique.

", + "VpcPeeringAuthorization$GameLiftAwsAccountId": "

A unique identifier for the AWS account that you use to manage your GameLift fleet. You can find your Account ID in the AWS Management Console under account settings.

", "VpcPeeringAuthorization$PeerVpcAwsAccountId": "

", - "VpcPeeringAuthorization$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", + "VpcPeeringAuthorization$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

", "VpcPeeringConnection$IpV4CidrBlock": "

CIDR block of IPv4 addresses assigned to the VPC peering connection for the GameLift VPC. The peered VPC also has an IPv4 CIDR block associated with it; these blocks cannot overlap or the peering connection cannot be created.

", "VpcPeeringConnection$VpcPeeringConnectionId": "

A unique identifier that is automatically assigned to the connection record. This ID is referenced in VPC peering connection events, and is used when deleting a connection with DeleteVpcPeeringConnection.

", - "VpcPeeringConnection$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your Amazon GameLift fleet. The VPC must be in the same Region where your fleet is deployed. Look up a VPC ID using the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with Amazon GameLift Fleets.

", + "VpcPeeringConnection$PeerVpcId": "

A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.

", "VpcPeeringConnection$GameLiftVpcId": "

A unique identifier for the VPC that contains the Amazon GameLift fleet for this connection. This VPC is managed by Amazon GameLift and does not appear in your AWS account.

", "VpcPeeringConnectionStatus$Code": "

Code indicating the status of a VPC peering connection.

", "VpcPeeringConnectionStatus$Message": "

Additional messaging associated with the connection status.

" @@ -2023,7 +2205,7 @@ "refs": { "Build$OperatingSystem": "

Operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build.

", "CreateBuildInput$OperatingSystem": "

The operating system that the game server binaries are built to run on. This value determines the type of fleet resources that you can use for this build. If your game build contains multiple executables, they all must run on the same operating system. If an operating system is not specified when creating a build, Amazon GameLift uses the default value (WINDOWS_2012). This value cannot be changed later.

", - "FleetAttributes$OperatingSystem": "

Operating system of the fleet's computing resources. A fleet's operating system depends on the OS specified for the build that is deployed on this fleet.

", + "FleetAttributes$OperatingSystem": "

The operating system of the fleet's computing resources. A fleet's operating system is determined by the OS of the build or script that is deployed on this fleet.

", "Instance$OperatingSystem": "

Operating system that is running on this instance.

", "InstanceAccess$OperatingSystem": "

Operating system that is running on the instance.

" } @@ -2034,7 +2216,7 @@ } }, "PlacedPlayerSession": { - "base": "

Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

", + "base": "

Information about a player session that was created as part of a StartGameSessionPlacement request. This object contains only the player ID and player session ID. To retrieve full details on a player session, call DescribePlayerSessions with the player session ID.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task

", "refs": { "PlacedPlayerSessionList$member": null } @@ -2060,16 +2242,16 @@ "PlayerData": { "base": null, "refs": { - "CreatePlayerSessionInput$PlayerData": "

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

", - "DesiredPlayerSession$PlayerData": "

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

", + "CreatePlayerSessionInput$PlayerData": "

Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

", + "DesiredPlayerSession$PlayerData": "

Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

", "PlayerDataMap$value": null, - "PlayerSession$PlayerData": "

Developer-defined information related to a player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game.

" + "PlayerSession$PlayerData": "

Developer-defined information related to a player. GameLift does not use this data, so it can be formatted as needed for use in the game.

" } }, "PlayerDataMap": { "base": null, "refs": { - "CreatePlayerSessionsInput$PlayerDataMap": "

Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Player data strings for player IDs not included in the PlayerIds parameter are ignored.

" + "CreatePlayerSessionsInput$PlayerDataMap": "

Map of string pairs, each specifying a player ID and a set of developer-defined information related to the player. Amazon GameLift does not use this data, so it can be formatted as needed for use in the game. Any player data strings for player IDs that are not included in the PlayerIds parameter are ignored.

" } }, "PlayerIdList": { @@ -2087,12 +2269,12 @@ "PlayerLatencyList": { "base": null, "refs": { - "GameSessionPlacement$PlayerLatencies": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions.

", - "StartGameSessionPlacementInput$PlayerLatencies": "

Set of values, expressed in milliseconds, indicating the amount of latency that a player experiences when connected to AWS Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

" + "GameSessionPlacement$PlayerLatencies": "

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions.

", + "StartGameSessionPlacementInput$PlayerLatencies": "

A set of values, expressed in milliseconds, that indicates the amount of latency that a player experiences when connected to AWS Regions. This information is used to try to place the new game session where it can offer the best possible gameplay experience for the players.

" } }, "PlayerLatencyPolicy": { - "base": "

Queue setting that determines the highest latency allowed for individual players when placing a game session. When a latency policy is in force, a game session cannot be placed with any fleet in a Region where a player reports latency higher than the cap. Latency policies are only enforced when the placement request contains player latency information.

", + "base": "

Sets a latency cap for individual players when placing a game session. With a latency policy in force, a game session cannot be placed in a fleet location where a player reports latency higher than the cap. Latency policies are used only with placement request that provide player latency information. Player latency policies can be stacked to gradually relax latency requirements over time.

Latency policies are part of a GameSessionQueue.

", "refs": { "PlayerLatencyPolicyList$member": null } @@ -2100,21 +2282,21 @@ "PlayerLatencyPolicyList": { "base": null, "refs": { - "CreateGameSessionQueueInput$PlayerLatencyPolicies": "

A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. A player latency policy must set a value for MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API request fails.

", - "GameSessionQueue$PlayerLatencyPolicies": "

A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement.

", - "UpdateGameSessionQueueInput$PlayerLatencyPolicies": "

A collection of latency policies to apply when processing game sessions placement requests with player latency information. Multiple policies are evaluated in order of the maximum latency value, starting with the lowest latency values. With just one policy, the policy is enforced at the start of the game session placement for the duration period. With multiple policies, each policy is enforced consecutively for its duration period. For example, a queue might enforce a 60-second policy followed by a 120-second policy, and then no policy for the remainder of the placement. When updating policies, provide a complete collection of policies.

" + "CreateGameSessionQueueInput$PlayerLatencyPolicies": "

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

", + "GameSessionQueue$PlayerLatencyPolicies": "

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value.

", + "UpdateGameSessionQueueInput$PlayerLatencyPolicies": "

A set of policies that act as a sliding cap on player latency. FleetIQ works to deliver low latency for most players in a game session. These policies ensure that no individual player can be placed into a game with unreasonably high latency. Use multiple policies to gradually relax latency requirements a step at a time. Multiple policies are applied based on their maximum allowed latency, starting with the lowest value. When updating policies, provide a complete collection of policies.

" } }, "PlayerList": { "base": null, "refs": { "MatchmakingTicket$Players": "

A set of Player objects, each representing a player to find matches for. Players are identified by a unique player ID and may include latency data for use during matchmaking. If the ticket is in status COMPLETED, the Player objects include the team the players were assigned to in the resulting match.

", - "StartMatchBackfillInput$Players": "

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

", + "StartMatchBackfillInput$Players": "

Match information on all players that are currently assigned to the game session. This information is used by the matchmaker to find new players and add them to the existing game.

", "StartMatchmakingInput$Players": "

Information on each player to be matched. This information must include a player ID, and may contain player attributes and latency data to be used in the matchmaking process. After a successful match, Player objects contain the name of the team the player is assigned to.

" } }, "PlayerSession": { - "base": "

Properties describing a player session. Player session objects are created either by creating a player session for a specific game session, or as part of a game session placement. A player session represents either a player reservation for a game session (status RESERVED) or actual player activity in a game session (status ACTIVE). A player session object (including player data) is automatically passed to a game session when the player connects to the game session and is validated.

When a player disconnects, the player session status changes to COMPLETED. Once the session ends, the player session object is retained for 30 days and then removed.

", + "base": "

Represents a player session. Player sessions are created either for a specific game session, or as part of a game session placement or matchmaking request. A player session can represents a reserved player slot in a game session (when status is RESERVED) or actual player activity in a game session (when status is ACTIVE). A player session object, including player data, is automatically passed to a game session when the player connects to the game session and is validated. After the game session ends, player sessions information is retained for 30 days and then removed.

Related actions

CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement | DescribeGameSessionPlacement | All APIs by task

", "refs": { "CreatePlayerSessionOutput$PlayerSession": "

Object that describes the newly created player session record.

", "PlayerSessionList$member": null @@ -2124,7 +2306,7 @@ "base": null, "refs": { "GameSession$PlayerSessionCreationPolicy": "

Indicates whether or not the game session is accepting new players.

", - "UpdateGameSessionInput$PlayerSessionCreationPolicy": "

Policy determining whether or not the game session accepts new players.

" + "UpdateGameSessionInput$PlayerSessionCreationPolicy": "

A policy that determines whether the game session is accepting new players.

" } }, "PlayerSessionId": { @@ -2159,8 +2341,8 @@ "PortNumber": { "base": null, "refs": { - "GameSession$Port": "

Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

", - "GameSessionPlacement$Port": "

Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

", + "GameSession$Port": "

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

", + "GameSessionPlacement$Port": "

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number. This value is set once the new game session is placed (placement status is FULFILLED).

", "IpPermission$FromPort": "

A starting value for a range of allowed port numbers.

", "IpPermission$ToPort": "

An ending value for a range of allowed port numbers. Port numbers are end-inclusive. This value must be higher than FromPort.

", "PlayerSession$Port": "

Port number for the game session. To connect to a Amazon GameLift server process, an app needs both the IP address and port number.

" @@ -2173,8 +2355,9 @@ "DescribeFleetAttributesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

", "DescribeFleetCapacityInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

", "DescribeFleetEventsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "DescribeFleetLocationAttributesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This limit is not currently enforced.

", "DescribeFleetUtilizationInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. This parameter is ignored when the request specifies one or a list of fleet IDs.

", - "DescribeGameServerInstancesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential segments.

", + "DescribeGameServerInstancesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "DescribeGameSessionDetailsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "DescribeGameSessionQueuesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. You can request up to 50 results.

", "DescribeGameSessionsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", @@ -2183,18 +2366,18 @@ "DescribePlayerSessionsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. If a player session ID is specified, this parameter is ignored.

", "DescribeScalingPoliciesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "GameServerGroupAutoScalingPolicy$EstimatedInstanceWarmup": "

Length of time, in seconds, it takes for a new instance to start new game server processes and register with GameLift FleetIQ. Specifying a warm-up time can be useful, particularly with game servers that take a long time to start up, because it avoids prematurely starting new instances.

", - "GameSessionConnectionInfo$Port": "

Port number for the game session. To connect to a Amazon GameLift game server, an app needs both the IP address and port number.

", + "GameSessionConnectionInfo$Port": "

The port number for the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

", "LatencyMap$value": null, "ListAliasesInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "ListBuildsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "ListFleetsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", - "ListGameServerGroupsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential segments.

", - "ListGameServersInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential segments.

", + "ListGameServerGroupsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", + "ListGameServersInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "ListScriptsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages.

", "PutScalingPolicyInput$EvaluationPeriods": "

Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

", "ScalingPolicy$EvaluationPeriods": "

Length of time (in minutes) the metric must be at or beyond the threshold before a scaling event is triggered.

", "SearchGameSessionsInput$Limit": "

The maximum number of results to return. Use this parameter with NextToken to get results as a set of sequential pages. The maximum number of results returned is 20, even if this value is not set or is set higher than 20.

", - "ServerProcess$ConcurrentExecutions": "

The number of server processes that use this configuration to run concurrently on an instance.

" + "ServerProcess$ConcurrentExecutions": "

The number of server processes using this configuration that run concurrently on each instance.

" } }, "PositiveLong": { @@ -2204,13 +2387,33 @@ "Script$SizeOnDisk": "

The file size of the uploaded Realtime script, expressed in bytes. When files are uploaded from an S3 location, this value remains at \"0\".

" } }, + "PriorityConfiguration": { + "base": "

Custom prioritization settings for use by a game session queue when placing new game sessions with available game servers. When defined, this configuration replaces the default FleetIQ prioritization process, which is as follows:

Changing the priority order will affect how game sessions are placed.

Priority configurations are part of a GameSessionQueue.

", + "refs": { + "CreateGameSessionQueueInput$PriorityConfiguration": "

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

", + "GameSessionQueue$PriorityConfiguration": "

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process.

", + "UpdateGameSessionQueueInput$PriorityConfiguration": "

Custom settings to use when prioritizing destinations and locations for game session placements. This configuration replaces the FleetIQ default prioritization process. Priority types that are not explicitly named will be automatically applied at the end of the prioritization process. To remove an existing priority configuration, pass in an empty set.

" + } + }, + "PriorityType": { + "base": null, + "refs": { + "PriorityTypeList$member": null + } + }, + "PriorityTypeList": { + "base": null, + "refs": { + "PriorityConfiguration$PriorityOrder": "

The recommended sequence to use when prioritizing where to place new game sessions. Each type can only be listed once.

" + } + }, "ProtectionPolicy": { "base": null, "refs": { - "CreateFleetInput$NewGameSessionProtectionPolicy": "

A game session protection policy to apply to all instances in this fleet. If this parameter is not set, instances in this fleet default to no protection. You can change a fleet's protection policy using UpdateFleetAttributes, but this change will only affect sessions created after the policy change. You can also set protection for individual instances using UpdateGameSession.

", - "FleetAttributes$NewGameSessionProtectionPolicy": "

The type of game session protection to set for all new instances started in the fleet.

", + "CreateFleetInput$NewGameSessionProtectionPolicy": "

The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection. You can also set game session protection for an individual game session by calling UpdateGameSession.

", + "FleetAttributes$NewGameSessionProtectionPolicy": "

The type of game session protection to set on all new instances that are started in the fleet.

", "GameSessionDetail$ProtectionPolicy": "

Current status of protection for the game session.

", - "UpdateFleetAttributesInput$NewGameSessionProtectionPolicy": "

Game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession.

", + "UpdateFleetAttributesInput$NewGameSessionProtectionPolicy": "

The game session protection policy to apply to all new instances created in this fleet. Instances that already exist are not affected. You can set protection for individual instances using UpdateGameSession.

", "UpdateGameSessionInput$ProtectionPolicy": "

Game session protection policy to apply to this game session only.

" } }, @@ -2227,9 +2430,9 @@ "QueueArnsList": { "base": null, "refs": { - "CreateMatchmakingConfigurationInput$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

", - "MatchmakingConfiguration$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. Thais property is not set when FlexMatchMode is set to STANDALONE.

", - "UpdateMatchmakingConfigurationInput$GameSessionQueueArns": "

Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

" + "CreateMatchmakingConfigurationInput$GameSessionQueueArns": "

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

", + "MatchmakingConfiguration$GameSessionQueueArns": "

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. This property is not set when FlexMatchMode is set to STANDALONE.

", + "UpdateMatchmakingConfigurationInput$GameSessionQueueArns": "

The Amazon Resource Name (ARN) that is assigned to a GameLift game session queue resource and uniquely identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:<region>::gamesessionqueue/<queue name>. Queues can be located in any Region. Queues are used to start new GameLift-hosted game sessions for matches that are created with this matchmaking configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter.

" } }, "RegisterGameServerInput": { @@ -2263,11 +2466,11 @@ } }, "ResourceCreationLimitPolicy": { - "base": "

A policy that limits the number of game sessions a player can create on the same fleet. This optional policy gives game owners control over how players can consume available game server resources. A resource creation policy makes the following statement: \"An individual player can create a maximum number of new game sessions within a specified time period\".

The policy is evaluated when a player tries to create a new game session. For example: Assume you have a policy of 10 new game sessions and a time period of 60 minutes. On receiving a CreateGameSession request, Amazon GameLift checks that the player (identified by CreatorId) has created fewer than 10 game sessions in the past 60 minutes.

", + "base": "

A policy that puts limits on the number of game sessions that a player can create within a specified span of time. With this policy, you can control players' ability to consume available resources.

The policy is evaluated when a player tries to create a new game session. On receiving a CreateGameSession request, GameLift checks that the player (identified by CreatorId) has created fewer than game session limit in the specified time period.

The resource creation limit policy is included in FleetAttributes.

", "refs": { - "CreateFleetInput$ResourceCreationLimitPolicy": "

A policy that limits the number of game sessions an individual player can create over a span of time for this fleet.

", - "FleetAttributes$ResourceCreationLimitPolicy": "

Fleet policy to limit the number of game sessions an individual player can create over a span of time.

", - "UpdateFleetAttributesInput$ResourceCreationLimitPolicy": "

Policy that limits the number of game sessions an individual player can create over a span of time.

" + "CreateFleetInput$ResourceCreationLimitPolicy": "

A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.

", + "FleetAttributes$ResourceCreationLimitPolicy": "

The fleet policy that limits the number of game sessions an individual player can create over a span of time.

", + "UpdateFleetAttributesInput$ResourceCreationLimitPolicy": "

Policy settings that limit the number of game sessions an individual player can create over a span of time.

" } }, "ResumeGameServerGroupInput": { @@ -2281,7 +2484,7 @@ } }, "RoutingStrategy": { - "base": "

The routing configuration for a fleet alias.

", + "base": "

The routing configuration for a fleet alias.

Related actions

CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias | All APIs by task

", "refs": { "Alias$RoutingStrategy": "

The routing configuration, including routing type and fleet target, for the alias.

", "CreateAliasInput$RoutingStrategy": "

The routing configuration, including routing type and fleet target, for the alias.

", @@ -2310,23 +2513,23 @@ } }, "RuntimeConfiguration": { - "base": "

A collection of server process configurations that describe what processes to run on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instance in the fleet starts the specified server processes and continues to start new processes as existing processes end. Each instance regularly checks for an updated runtime configuration.

The runtime configuration enables the instances in a fleet to run multiple processes simultaneously. Learn more about Running Multiple Processes on a Fleet .

A Amazon GameLift instance is limited to 50 processes running simultaneously. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess object.

", + "base": "

A collection of server process configurations that describe the set of processes to run on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. GameLift launches the configured processes, manages their life cycle, and replaces them as needed. Each instance checks regularly for an updated runtime configuration.

A GameLift instance is limited to 50 processes running concurrently. To calculate the total number of processes in a runtime configuration, add the values of the ConcurrentExecutions parameter for each ServerProcess. Learn more about Running Multiple Processes on a Fleet.

Related actions

DescribeRuntimeConfiguration | UpdateRuntimeConfiguration

", "refs": { - "CreateFleetInput$RuntimeConfiguration": "

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime script. The runtime configuration defines the server executables or launch script file, launch parameters, and the number of processes to run concurrently on each instance. When creating a fleet, the runtime configuration must have at least one server process configuration; otherwise the request fails with an invalid request exception. (This parameter replaces the parameters ServerLaunchPath and ServerLaunchParameters, although requests that contain values for these parameters instead of a runtime configuration will continue to work.) This parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters are defined. Runtime configuration replaced these parameters, but fleets that use them will continue to work.

", - "DescribeRuntimeConfigurationOutput$RuntimeConfiguration": "

Instructions describing how server processes should be launched and maintained on each instance in the fleet.

", - "UpdateRuntimeConfigurationInput$RuntimeConfiguration": "

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance and includes the following configuration settings: the server executable or launch script file, launch parameters, and the number of processes to run concurrently on each instance. A CreateFleet request must include a runtime configuration with at least one server process configuration.

", - "UpdateRuntimeConfigurationOutput$RuntimeConfiguration": "

The runtime configuration currently in force. If the update was successful, this object matches the one in the request.

" + "CreateFleetInput$RuntimeConfiguration": "

Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.

The RuntimeConfiguration parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath and ServerLaunchParameters, which are still supported for backward compatibility.

", + "DescribeRuntimeConfigurationOutput$RuntimeConfiguration": "

Instructions that describe how server processes should be launched and maintained on each instance in the fleet.

", + "UpdateRuntimeConfigurationInput$RuntimeConfiguration": "

Instructions for launching server processes on each instance in the fleet. Server processes run either a custom game build executable or a Realtime Servers script. The runtime configuration lists the types of server processes to run on an instance, how to launch them, and the number of processes to run concurrently.

", + "UpdateRuntimeConfigurationOutput$RuntimeConfiguration": "

The runtime configuration currently in use by all instances in the fleet. If the update was successful, all property changes are shown.

" } }, "S3Location": { - "base": "

The location in S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

", + "base": "

The location in Amazon S3 where build or script files are stored for access by Amazon GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript requests.

", "refs": { - "CreateBuildInput$StorageLocation": "

The location where your game build files are stored. Use this parameter only when creating a build using files that are stored in an S3 bucket that you own. Identify an S3 bucket name and key, which must in the same Region where you're creating a build. This parameter must also specify the ARN for an IAM role that you've set up to give Amazon GameLift access your S3 bucket. To call this operation with a storage location, you must have IAM PassRole permission. For more details on IAM roles and PassRole permissions, see Set up a role for GameLift access.

", + "CreateBuildInput$StorageLocation": "

Information indicating where your game build files are stored. Use this parameter only when creating a build with files stored in an Amazon S3 bucket that you own. The storage location must specify an Amazon S3 bucket name and key. The location must also specify a role ARN that you set up to allow Amazon GameLift to access your Amazon S3 bucket. The S3 bucket and your new build must be in the same Region.

", "CreateBuildOutput$StorageLocation": "

Amazon S3 location for your game build file, including bucket name and key.

", - "CreateScriptInput$StorageLocation": "

The Amazon S3 location of your Realtime scripts. The storage location must specify the S3 bucket name, the zip file name (the \"key\"), and an IAM role ARN that allows Amazon GameLift to access the S3 storage location. The S3 bucket must be in the same Region where you are creating a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version. To call this operation with a storage location, you must have IAM PassRole permission. For more details on IAM roles and PassRole permissions, see Set up a role for GameLift access.

", + "CreateScriptInput$StorageLocation": "

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

", "RequestUploadCredentialsOutput$StorageLocation": "

Amazon S3 path and key, identifying where the game build files are stored.

", "Script$StorageLocation": null, - "UpdateScriptInput$StorageLocation": "

The Amazon S3 location of your Realtime scripts. The storage location must specify the S3 bucket name, the zip file name (the \"key\"), and an IAM role ARN that allows Amazon GameLift to access the S3 storage location. The S3 bucket must be in the same Region as the script you're updating. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version. To call this operation with a storage location, you must have IAM PassRole permission. For more details on IAM roles and PassRole permissions, see Set up a role for GameLift access.

" + "UpdateScriptInput$StorageLocation": "

The location of the Amazon S3 bucket where a zipped file containing your Realtime scripts is stored. The storage location must specify the Amazon S3 bucket name, the zip file name (the \"key\"), and a role ARN that allows Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must be in the same Region where you want to create a new script. By default, Amazon GameLift uploads the latest version of the zip file; if you have S3 object versioning turned on, you can use the ObjectVersion parameter to specify an earlier version.

" } }, "ScalingAdjustmentType": { @@ -2337,7 +2540,7 @@ } }, "ScalingPolicy": { - "base": "

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

", + "base": "

Rule that controls how a fleet is scaled. Scaling policies are uniquely identified by the combination of name and fleet ID.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

", "refs": { "ScalingPolicyList$member": null } @@ -2356,7 +2559,7 @@ } }, "Script": { - "base": "

Properties describing a Realtime script.

Related operations

", + "base": "

Properties describing a Realtime script.

Related actions

CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript | All APIs by task

", "refs": { "CreateScriptOutput$Script": "

The newly created script record with a unique script ID and ARN. The new script's storage location reflects an Amazon S3 location: (1) If the script was uploaded from an S3 bucket under your account, the storage location reflects the information that was provided in the CreateScript request; (2) If the script file was uploaded from a local zip file, the storage location reflects an S3 location controls by the Amazon GameLift service.

", "DescribeScriptOutput$Script": "

A set of properties describing the requested script.

", @@ -2367,25 +2570,25 @@ "ScriptArn": { "base": null, "refs": { - "FleetAttributes$ScriptArn": "

The Amazon Resource Name (ARN) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId value.

", - "Script$ScriptArn": "

Amazon Resource Name (ARN) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.

" + "FleetAttributes$ScriptArn": "

The Amazon Resource Name (ARN) associated with the GameLift script resource that is deployed on instances in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId value.

", + "Script$ScriptArn": "

The Amazon Resource Name (ARN) that is assigned to a GameLift script resource and uniquely identifies it. ARNs are unique across all Regions. In a GameLift script ARN, the resource ID matches the ScriptId value.

" } }, "ScriptId": { "base": null, "refs": { - "FleetAttributes$ScriptId": "

A unique identifier for a Realtime script.

", - "Script$ScriptId": "

A unique identifier for a Realtime script

" + "FleetAttributes$ScriptId": "

A unique identifier for the Realtime script resource that is deployed on instances in this fleet.

", + "Script$ScriptId": "

A unique identifier for the Realtime script

" } }, "ScriptIdOrArn": { "base": null, "refs": { - "CreateFleetInput$ScriptId": "

A unique identifier for a Realtime script to be deployed on the new fleet. You can use either the script ID or ARN value. The Realtime script must have been successfully uploaded to Amazon GameLift. This fleet setting cannot be changed once the fleet is created.

", - "DeleteScriptInput$ScriptId": "

A unique identifier for a Realtime script to delete. You can use either the script ID or ARN value.

", - "DescribeScriptInput$ScriptId": "

A unique identifier for a Realtime script to retrieve properties for. You can use either the script ID or ARN value.

", - "ListFleetsInput$ScriptId": "

A unique identifier for a Realtime script to return fleets for. Use this parameter to return only fleets using a specified script. Use either the script ID or ARN value. To retrieve all fleets, leave this parameter empty.

", - "UpdateScriptInput$ScriptId": "

A unique identifier for a Realtime script to update. You can use either the script ID or ARN value.

" + "CreateFleetInput$ScriptId": "

The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.

", + "DeleteScriptInput$ScriptId": "

A unique identifier for the Realtime script to delete. You can use either the script ID or ARN value.

", + "DescribeScriptInput$ScriptId": "

A unique identifier for the Realtime script to retrieve properties for. You can use either the script ID or ARN value.

", + "ListFleetsInput$ScriptId": "

A unique identifier for the Realtime script to request fleets for. Use this parameter to return only fleets using a specified script. Use either the script ID or ARN value.

", + "UpdateScriptInput$ScriptId": "

A unique identifier for the Realtime script to update. You can use either the script ID or ARN value.

" } }, "ScriptList": { @@ -2405,7 +2608,7 @@ } }, "ServerProcess": { - "base": "

A set of instructions for launching server processes on each instance in a fleet. Server processes run either a custom game build executable or a Realtime Servers script. Each instruction set identifies the location of the custom game build executable or Realtime launch script, optional launch parameters, and the number of server processes with this configuration to maintain concurrently on the instance. Server process configurations make up a fleet's RuntimeConfiguration .

", + "base": "

A set of instructions for launching server processes on each instance in a fleet. Server processes run either an executable in a custom game build or a Realtime Servers script. Server process configurations are part of a fleet's RuntimeConfiguration.

", "refs": { "ServerProcessList$member": null } @@ -2413,7 +2616,7 @@ "ServerProcessList": { "base": null, "refs": { - "RuntimeConfiguration$ServerProcesses": "

A collection of server process configurations that describe which server processes to run on each instance in a fleet.

" + "RuntimeConfiguration$ServerProcesses": "

A collection of server process configurations that identify what server processes to run on each instance in a fleet.

" } }, "SnsArnStringModel": { @@ -2421,22 +2624,22 @@ "refs": { "CreateMatchmakingConfigurationInput$NotificationTarget": "

An SNS topic ARN that is set up to receive matchmaking notifications.

", "MatchmakingConfiguration$NotificationTarget": "

An SNS topic ARN that is set up to receive matchmaking notifications.

", - "UpdateMatchmakingConfigurationInput$NotificationTarget": "

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up Notifications for Matchmaking for more information.

" + "UpdateMatchmakingConfigurationInput$NotificationTarget": "

An SNS topic ARN that is set up to receive matchmaking notifications. See Setting up notifications for matchmaking for more information.

" } }, "SortOrder": { "base": null, "refs": { - "ListGameServersInput$SortOrder": "

Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.

" + "ListGameServersInput$SortOrder": "

Indicates how to sort the returned data based on game server registration timestamp. Use ASCENDING to retrieve oldest game servers first, or use DESCENDING to retrieve newest game servers first. If this parameter is left empty, game servers are returned in no particular order.

" } }, "StartFleetActionsInput": { - "base": null, + "base": "

Represents the input for a request operation.

", "refs": { } }, "StartFleetActionsOutput": { - "base": null, + "base": "

Represents the returned data in response to a request operation.

", "refs": { } }, @@ -2471,12 +2674,12 @@ } }, "StopFleetActionsInput": { - "base": null, + "base": "

Represents the input for a request operation.

", "refs": { } }, "StopFleetActionsOutput": { - "base": null, + "base": "

Represents the input for a request operation.

", "refs": { } }, @@ -2511,14 +2714,14 @@ "refs": { "AcceptMatchInput$PlayerIds": "

A unique identifier for a player delivering the response. This parameter can include one or multiple player IDs.

", "AttributeValue$SL": "

For a list of up to 10 strings. Maximum length for each string is 100 characters. Duplicate values are not recognized; all occurrences of the repeated value after the first of a repeated value are ignored.

", - "CreateFleetInput$LogPaths": "

This parameter is no longer used. Instead, to specify where Amazon GameLift should store log files once a server process shuts down, use the Amazon GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

", - "FleetAttributes$LogPaths": "

Location of default log files. When a server process is shut down, Amazon GameLift captures and stores any log files in this location. These logs are in addition to game session logs; see more on game session logs in the Amazon GameLift Developer Guide. If no default log path for a fleet is specified, Amazon GameLift automatically uploads logs that are stored on each instance at C:\\game\\logs (for Windows) or /local/game/logs (for Linux). Use the Amazon GameLift console to access stored logs.

" + "CreateFleetInput$LogPaths": "

This parameter is no longer used. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady() and specify one or more directory paths in logParameters. See more information in the Server API Reference.

", + "FleetAttributes$LogPaths": "

This parameter is no longer used. Game session log paths are now defined using the GameLift server API ProcessReady() logParameters. See more information in the Server API Reference.

" } }, "StringModel": { "base": null, "refs": { - "GameSessionConnectionInfo$IpAddress": "

IP address of the instance that is running the game session. When connecting to a Amazon GameLift game server, a client needs to reference an IP address (or DNS name) and port number.

", + "GameSessionConnectionInfo$IpAddress": "

The IP address of the game session. To connect to a GameLift game server, an app needs both the IP address and port number.

", "MatchmakingTicket$StatusReason": "

Code to explain the current status. For example, a status reason may indicate when a ticket has returned to SEARCHING status after a proposed match fails to receive player acceptances.

", "MatchmakingTicket$StatusMessage": "

Additional information about the current status.

" } @@ -2534,7 +2737,7 @@ } }, "Tag": { - "base": "

A label that can be assigned to a GameLift resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related operations

", + "base": "

A label that can be assigned to a GameLift resource.

Learn more

Tagging AWS Resources in the AWS General Reference

AWS Tagging Strategies

Related actions

TagResource | UntagResource | ListTagsForResource | All APIs by task

", "refs": { "TagList$member": null } @@ -2557,7 +2760,7 @@ "refs": { "CreateAliasInput$Tags": "

A list of labels to assign to the new alias resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", "CreateBuildInput$Tags": "

A list of labels to assign to the new build resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", - "CreateFleetInput$Tags": "

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", + "CreateFleetInput$Tags": "

A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the fleet is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", "CreateGameServerGroupInput$Tags": "

A list of labels to assign to the new game server group resource. Tags are developer-defined key-value pairs. Tagging AWS resources is useful for resource management, access management, and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags, respectively. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", "CreateGameSessionQueueInput$Tags": "

A list of labels to assign to the new game session queue resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", "CreateMatchmakingConfigurationInput$Tags": "

A list of labels to assign to the new matchmaking configuration resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the resource is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.

", @@ -2589,14 +2792,14 @@ } }, "TargetConfiguration": { - "base": "

Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.

", + "base": "

Settings for a target-based scaling policy (see ScalingPolicy. A target-based policy tracks a particular fleet metric specifies a target value for the metric. As player usage changes, the policy triggers Amazon GameLift to adjust capacity so that the metric returns to the target value. The target configuration specifies settings as needed for the target based policy, including the target value.

Related actions

DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions | StartFleetActions | All APIs by task

", "refs": { - "PutScalingPolicyInput$TargetConfiguration": "

The settings for a target-based scaling policy.

", - "ScalingPolicy$TargetConfiguration": "

The settings for a target-based scaling policy.

" + "PutScalingPolicyInput$TargetConfiguration": "

An object that contains settings for a target-based scaling policy.

", + "ScalingPolicy$TargetConfiguration": "

An object that contains settings for a target-based scaling policy.

" } }, "TargetTrackingConfiguration": { - "base": "

This data type is used with the Amazon GameLift FleetIQ and game server groups.

Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric \"PercentUtilizedGameServers\" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

", + "base": "

This data type is used with the GameLift FleetIQ and game server groups.

Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric \"PercentUtilizedGameServers\" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

", "refs": { "GameServerGroupAutoScalingPolicy$TargetTrackingConfiguration": "

Settings for a target-based scaling policy applied to Auto Scaling group. These settings are used to create a target-based policy that tracks the GameLift FleetIQ metric \"PercentUtilizedGameServers\" and specifies a target value for the metric. As player usage changes, the policy triggers to adjust the game server group capacity so that the metric returns to the target value.

" } @@ -2609,33 +2812,33 @@ "Timestamp": { "base": null, "refs": { - "Alias$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "Alias$LastUpdatedTime": "

The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "Build$CreationTime": "

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "DescribeFleetEventsInput$StartTime": "

Earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\").

", - "DescribeFleetEventsInput$EndTime": "

Most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\").

", - "Event$EventTime": "

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "FleetAttributes$CreationTime": "

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "FleetAttributes$TerminationTime": "

Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "Alias$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "Alias$LastUpdatedTime": "

The time that this data object was last modified. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "Build$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "DescribeFleetEventsInput$StartTime": "

The earliest date to retrieve event logs for. If no start time is specified, this call returns entries starting from when the fleet was created to the specified end time. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\").

", + "DescribeFleetEventsInput$EndTime": "

The most recent date to retrieve event logs for. If no end time is specified, this call returns entries from the specified start time up to the present. Format is a number expressed in Unix time as milliseconds (ex: \"1469498468.057\").

", + "Event$EventTime": "

Time stamp indicating when this event occurred. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "FleetAttributes$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "FleetAttributes$TerminationTime": "

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", "GameServer$RegistrationTime": "

Timestamp that indicates when the game server was created with a RegisterGameServer request. The format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", "GameServer$LastClaimTime": "

Timestamp that indicates the last time the game server was claimed with a ClaimGameServer request. The format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\"). This value is used to calculate when a claimed game server's status should revert to null.

", "GameServer$LastHealthCheckTime": "

Timestamp that indicates the last time the game server was updated with health status using an UpdateGameServer request. The format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\"). After game server registration, this property is only changed when a game server update specifies a health check value.

", - "GameServerGroup$CreationTime": "

A timestamp that indicates when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "GameServerGroup$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", "GameServerGroup$LastUpdatedTime": "

A timestamp that indicates when this game server group was last updated.

", - "GameSession$CreationTime": "

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "GameSession$TerminationTime": "

Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "GameSessionPlacement$StartTime": "

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "GameSession$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "GameSession$TerminationTime": "

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "GameSessionPlacement$StartTime": "

Time stamp indicating when this request was placed in the queue. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", "GameSessionPlacement$EndTime": "

Time stamp indicating when this request was completed, canceled, or timed out.

", - "Instance$CreationTime": "

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "MatchmakingConfiguration$CreationTime": "

The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "MatchmakingRuleSet$CreationTime": "

The time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "MatchmakingTicket$StartTime": "

Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "MatchmakingTicket$EndTime": "

Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "PlayerSession$CreationTime": "

Time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "PlayerSession$TerminationTime": "

Time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "Script$CreationTime": "

A time stamp indicating when this data object was created. The format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "VpcPeeringAuthorization$CreationTime": "

Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", - "VpcPeeringAuthorization$ExpirationTime": "

Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" + "Instance$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "MatchmakingConfiguration$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "MatchmakingRuleSet$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "MatchmakingTicket$StartTime": "

Time stamp indicating when this matchmaking request was received. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "MatchmakingTicket$EndTime": "

Time stamp indicating when this matchmaking request stopped being processed due to success, failure, or cancellation. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "PlayerSession$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "PlayerSession$TerminationTime": "

A time stamp indicating when this data object was terminated. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "Script$CreationTime": "

A time stamp indicating when this data object was created. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "VpcPeeringAuthorization$CreationTime": "

Time stamp indicating when this authorization was issued. Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

", + "VpcPeeringAuthorization$ExpirationTime": "

Time stamp indicating when this authorization expires (24 hours after issuance). Format is a number expressed in Unix time as milliseconds (for example \"1469498468.057\").

" } }, "UnauthorizedException": { @@ -2789,7 +2992,7 @@ } }, "VpcPeeringAuthorization": { - "base": "

Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.

", + "base": "

Represents an authorization for a VPC peering connection between the VPC for an Amazon GameLift fleet and another VPC on an account you have access to. This authorization must exist and be valid for the peering connection to be established. Authorizations are valid for 24 hours after they are issued.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

", "refs": { "CreateVpcPeeringAuthorizationOutput$VpcPeeringAuthorization": "

Details on the requested VPC peering authorization, including expiration.

", "VpcPeeringAuthorizationList$member": null @@ -2802,7 +3005,7 @@ } }, "VpcPeeringConnection": { - "base": "

Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.

", + "base": "

Represents a peering connection between a VPC on one of your AWS accounts and the VPC for your Amazon GameLift fleets. This record may be for an active peering connection or a pending connection that has not yet been established.

Related actions

CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection | All APIs by task

", "refs": { "VpcPeeringConnectionList$member": null } @@ -2843,37 +3046,37 @@ "CreateGameServerGroupInput$MinSize": "

The minimum number of instances allowed in the EC2 Auto Scaling group. During automatic scaling events, GameLift FleetIQ and EC2 do not scale down the group below this minimum. In production, this value should be set to at least 1. After the Auto Scaling group is created, update this value directly in the Auto Scaling group using the AWS console or APIs.

", "CreateGameSessionInput$MaximumPlayerSessionCount": "

The maximum number of players that can be connected simultaneously to the game session.

", "CreateGameSessionQueueInput$TimeoutInSeconds": "

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

", - "CreateMatchmakingConfigurationInput$AdditionalPlayerCount": "

The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

", - "EC2InstanceCounts$DESIRED": "

Ideal number of active instances in the fleet.

", - "EC2InstanceCounts$MINIMUM": "

The minimum value allowed for the fleet's instance count.

", - "EC2InstanceCounts$MAXIMUM": "

The maximum value allowed for the fleet's instance count.

", - "EC2InstanceCounts$PENDING": "

Number of instances in the fleet that are starting but not yet active.

", - "EC2InstanceCounts$ACTIVE": "

Actual number of active instances in the fleet.

", - "EC2InstanceCounts$IDLE": "

Number of active instances in the fleet that are not currently hosting a game session.

", - "EC2InstanceCounts$TERMINATING": "

Number of instances in the fleet that are no longer active but haven't yet been terminated.

", - "EC2InstanceLimit$CurrentInstances": "

Number of instances of the specified type that are currently in use by this AWS account.

", - "EC2InstanceLimit$InstanceLimit": "

Number of instances allowed.

", - "FleetUtilization$ActiveServerProcessCount": "

Number of server processes in an ACTIVE status currently running across all instances in the fleet

", - "FleetUtilization$ActiveGameSessionCount": "

Number of active game sessions currently being hosted on all instances in the fleet.

", - "FleetUtilization$CurrentPlayerSessionCount": "

Number of active player sessions currently being hosted on all instances in the fleet.

", - "FleetUtilization$MaximumPlayerSessionCount": "

The maximum number of players allowed across all game sessions currently being hosted on all instances in the fleet.

", + "CreateMatchmakingConfigurationInput$AdditionalPlayerCount": "

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

", + "EC2InstanceCounts$DESIRED": "

Ideal number of active instances. GameLift will always try to maintain the desired number of instances. Capacity is scaled up or down by changing the desired instances.

", + "EC2InstanceCounts$MINIMUM": "

The minimum instance count value allowed.

", + "EC2InstanceCounts$MAXIMUM": "

The maximum instance count value allowed.

", + "EC2InstanceCounts$PENDING": "

Number of instances that are starting but not yet active.

", + "EC2InstanceCounts$ACTIVE": "

Actual number of instances that are ready to host game sessions.

", + "EC2InstanceCounts$IDLE": "

Number of active instances that are not currently hosting a game session.

", + "EC2InstanceCounts$TERMINATING": "

Number of instances that are no longer active but haven't yet been terminated.

", + "EC2InstanceLimit$CurrentInstances": "

The number of instances for the specified type and location that are currently being used by the AWS account.

", + "EC2InstanceLimit$InstanceLimit": "

The number of instances that is allowed for the specified instance type and location.

", + "FleetUtilization$ActiveServerProcessCount": "

The number of server processes in ACTIVE status that are currently running across all instances in the fleet location.

", + "FleetUtilization$ActiveGameSessionCount": "

The number of active game sessions that are currently being hosted across all instances in the fleet location.

", + "FleetUtilization$CurrentPlayerSessionCount": "

The number of active player sessions that are currently being hosted across all instances in the fleet location.

", + "FleetUtilization$MaximumPlayerSessionCount": "

The maximum number of players allowed across all game sessions that are currently being hosted across all instances in the fleet location.

", "GameSession$CurrentPlayerSessionCount": "

Number of players currently in the game session.

", "GameSession$MaximumPlayerSessionCount": "

The maximum number of players that can be connected simultaneously to the game session.

", "GameSessionPlacement$MaximumPlayerSessionCount": "

The maximum number of players that can be connected simultaneously to the game session.

", "GameSessionQueue$TimeoutInSeconds": "

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

", - "MatchmakingConfiguration$AdditionalPlayerCount": "

The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

", + "MatchmakingConfiguration$AdditionalPlayerCount": "

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used when FlexMatchMode is set to STANDALONE.

", "MatchmakingTicket$EstimatedWaitTime": "

Average amount of time (in seconds) that players are currently waiting for a match. If there is not enough recent data, this property may be empty.

", "PlayerLatencyPolicy$MaximumIndividualPlayerLatencyMilliseconds": "

The maximum latency value that is allowed for any player, in milliseconds. All policies must have a value set for this property.

", "PlayerLatencyPolicy$PolicyDurationSeconds": "

The length of time, in seconds, that the policy is enforced while placing a new game session. A null value for this property means that the policy is enforced until the queue times out.

", "ResourceCreationLimitPolicy$NewGameSessionsPerCreator": "

The maximum number of game sessions that an individual can create during the policy period.

", "ResourceCreationLimitPolicy$PolicyPeriodInMinutes": "

The time span used in evaluating the resource creation limit policy.

", "StartGameSessionPlacementInput$MaximumPlayerSessionCount": "

The maximum number of players that can be connected simultaneously to the game session.

", - "UpdateFleetCapacityInput$DesiredInstances": "

Number of EC2 instances you want this fleet to host.

", - "UpdateFleetCapacityInput$MinSize": "

The minimum value allowed for the fleet's instance count. Default if not set is 0.

", - "UpdateFleetCapacityInput$MaxSize": "

The maximum value allowed for the fleet's instance count. Default if not set is 1.

", + "UpdateFleetCapacityInput$DesiredInstances": "

The number of EC2 instances you want to maintain in the specified fleet location. This value must fall between the minimum and maximum size limits.

", + "UpdateFleetCapacityInput$MinSize": "

The minimum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 0.

", + "UpdateFleetCapacityInput$MaxSize": "

The maximum number of instances that are allowed in the specified fleet location. If this parameter is not set, the default is 1.

", "UpdateGameSessionInput$MaximumPlayerSessionCount": "

The maximum number of players that can be connected simultaneously to the game session.

", "UpdateGameSessionQueueInput$TimeoutInSeconds": "

The maximum time, in seconds, that a new game session placement request remains in the queue. When a request exceeds this time, the game session placement changes to a TIMED_OUT status.

", - "UpdateMatchmakingConfigurationInput$AdditionalPlayerCount": "

The number of player slots in a match to keep open for future players. For example, assume that the configuration's rule set specifies a match for a single 12-person team. If the additional player count is set to 2, only 10 players are initially selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

" + "UpdateMatchmakingConfigurationInput$AdditionalPlayerCount": "

The number of player slots in a match to keep open for future players. For example, if the configuration's rule set specifies a match for a single 12-person team, and the additional player count is set to 2, only 10 players are selected for the match. This parameter is not used if FlexMatchMode is set to STANDALONE.

" } }, "ZipBlob": { diff --git a/models/apis/gamelift/2015-10-01/paginators-1.json b/models/apis/gamelift/2015-10-01/paginators-1.json index e36e4772908..3102b1be368 100644 --- a/models/apis/gamelift/2015-10-01/paginators-1.json +++ b/models/apis/gamelift/2015-10-01/paginators-1.json @@ -18,6 +18,11 @@ "limit_key": "Limit", "result_key": "Events" }, + "DescribeFleetLocationAttributes": { + "input_token": "NextToken", + "output_token": "NextToken", + "limit_key": "Limit" + }, "DescribeFleetUtilization": { "input_token": "NextToken", "output_token": "NextToken", diff --git a/models/apis/iam/2010-05-08/docs-2.json b/models/apis/iam/2010-05-08/docs-2.json index 2585384720c..73d59f869f8 100644 --- a/models/apis/iam/2010-05-08/docs-2.json +++ b/models/apis/iam/2010-05-08/docs-2.json @@ -5,9 +5,9 @@ "AddClientIDToOpenIDConnectProvider": "

Adds a new client ID (also known as audience) to the list of client IDs already registered for the specified IAM OpenID Connect (OIDC) provider resource.

This operation is idempotent; it does not fail or return an error if you add an existing client ID to the provider.

", "AddRoleToInstanceProfile": "

Adds the specified IAM role to the specified instance profile. An instance profile can contain only one role, and this quota cannot be increased. You can remove the existing role and then add a different role to an instance profile. You must then wait for the change to appear across all of AWS because of eventual consistency. To force the change, you must disassociate the instance profile and then associate the instance profile, or you can stop your instance and then restart it.

The caller of this operation must be granted the PassRole permission on the IAM role by a permissions policy.

For more information about roles, see Working with roles. For more information about instance profiles, see About instance profiles.

", "AddUserToGroup": "

Adds the specified user to the specified group.

", - "AttachGroupPolicy": "

Attaches the specified managed policy to the specified IAM group.

You use this operation to attach a managed policy to a group. To embed an inline policy in a group, use PutGroupPolicy.

For more information about policies, see Managed policies and inline policies in the IAM User Guide.

", - "AttachRolePolicy": "

Attaches the specified managed policy to the specified IAM role. When you attach a managed policy to a role, the managed policy becomes part of the role's permission (access) policy.

You cannot use a managed policy as the role's trust policy. The role's trust policy is created at the same time as the role, using CreateRole. You can update a role's trust policy using UpdateAssumeRolePolicy.

Use this operation to attach a managed policy to a role. To embed an inline policy in a role, use PutRolePolicy. For more information about policies, see Managed policies and inline policies in the IAM User Guide.

", - "AttachUserPolicy": "

Attaches the specified managed policy to the specified user.

You use this operation to attach a managed policy to a user. To embed an inline policy in a user, use PutUserPolicy.

For more information about policies, see Managed policies and inline policies in the IAM User Guide.

", + "AttachGroupPolicy": "

Attaches the specified managed policy to the specified IAM group.

You use this operation to attach a managed policy to a group. To embed an inline policy in a group, use PutGroupPolicy.

As a best practice, you can validate your IAM policies. To learn more, see Validating IAM policies in the IAM User Guide.

For more information about policies, see Managed policies and inline policies in the IAM User Guide.

", + "AttachRolePolicy": "

Attaches the specified managed policy to the specified IAM role. When you attach a managed policy to a role, the managed policy becomes part of the role's permission (access) policy.

You cannot use a managed policy as the role's trust policy. The role's trust policy is created at the same time as the role, using CreateRole. You can update a role's trust policy using UpdateAssumeRolePolicy.

Use this operation to attach a managed policy to a role. To embed an inline policy in a role, use PutRolePolicy. For more information about policies, see Managed policies and inline policies in the IAM User Guide.

As a best practice, you can validate your IAM policies. To learn more, see Validating IAM policies in the IAM User Guide.

", + "AttachUserPolicy": "

Attaches the specified managed policy to the specified user.

You use this operation to attach a managed policy to a user. To embed an inline policy in a user, use PutUserPolicy.

As a best practice, you can validate your IAM policies. To learn more, see Validating IAM policies in the IAM User Guide.

For more information about policies, see Managed policies and inline policies in the IAM User Guide.

", "ChangePassword": "

Changes the password of the IAM user who is calling this operation. This operation can be performed using the AWS CLI, the AWS API, or the My Security Credentials page in the AWS Management Console. The AWS account root user password is not affected by this operation.

Use UpdateLoginProfile to use the AWS CLI, the AWS API, or the Users page in the IAM console to change the password for any IAM user. For more information about modifying passwords, see Managing passwords in the IAM User Guide.

", "CreateAccessKey": "

Creates a new AWS secret access key and corresponding AWS access key ID for the specified user. The default status for new keys is Active.

If you do not specify a user name, IAM determines the user name implicitly based on the AWS access key ID signing the request. This operation works for access keys under the AWS account. Consequently, you can use this operation to manage AWS account root user credentials. This is true even if the AWS account has no associated users.

For information about quotas on the number of keys you can create, see IAM and STS quotas in the IAM User Guide.

To ensure the security of your AWS account, the secret access key is accessible only during key and user creation. You must save the key (for example, in a text file) if you want to be able to access it again. If a secret key is lost, you can delete the access keys for the associated user and then create new keys.

", "CreateAccountAlias": "

Creates an alias for your AWS account. For information about using an AWS account alias, see Using an alias for your AWS account ID in the IAM User Guide.

", @@ -15,7 +15,7 @@ "CreateInstanceProfile": "

Creates a new instance profile. For information about instance profiles, see About instance profiles.

For information about the number of instance profiles you can create, see IAM object quotas in the IAM User Guide.

", "CreateLoginProfile": "

Creates a password for the specified IAM user. A password allows an IAM user to access AWS services through the AWS Management Console.

You can use the AWS CLI, the AWS API, or the Users page in the IAM console to create a password for any IAM user. Use ChangePassword to update your own existing password in the My Security Credentials page in the AWS Management Console.

For more information about managing passwords, see Managing passwords in the IAM User Guide.

", "CreateOpenIDConnectProvider": "

Creates an IAM entity to describe an identity provider (IdP) that supports OpenID Connect (OIDC).

The OIDC provider that you create with this operation can be used as a principal in a role's trust policy. Such a policy establishes a trust relationship between AWS and the OIDC provider.

When you create the IAM OIDC provider, you specify the following:

You get all of this information from the OIDC IdP that you want to use to access AWS.

The trust for the OIDC provider is derived from the IAM provider that this operation creates. Therefore, it is best to limit access to the CreateOpenIDConnectProvider operation to highly privileged users.

", - "CreatePolicy": "

Creates a new managed policy for your AWS account.

This operation creates a policy version with a version identifier of v1 and sets v1 as the policy's default version. For more information about policy versions, see Versioning for managed policies in the IAM User Guide.

For more information about managed policies in general, see Managed policies and inline policies in the IAM User Guide.

", + "CreatePolicy": "

Creates a new managed policy for your AWS account.

This operation creates a policy version with a version identifier of v1 and sets v1 as the policy's default version. For more information about policy versions, see Versioning for managed policies in the IAM User Guide.

As a best practice, you can validate your IAM policies. To learn more, see Validating IAM policies in the IAM User Guide.

For more information about managed policies in general, see Managed policies and inline policies in the IAM User Guide.

", "CreatePolicyVersion": "

Creates a new version of the specified managed policy. To update a managed policy, you create a new policy version. A managed policy can have up to five versions. If the policy has five versions, you must delete an existing version using DeletePolicyVersion before you create a new version.

Optionally, you can set the new version as the policy's default version. The default version is the version that is in effect for the IAM users, groups, and roles to which the policy is attached.

For more information about managed policy versions, see Versioning for managed policies in the IAM User Guide.

", "CreateRole": "

Creates a new role for your AWS account. For more information about roles, see IAM roles. For information about quotas for role names and the number of roles you can create, see IAM and STS quotas in the IAM User Guide.

", "CreateSAMLProvider": "

Creates an IAM resource that describes an identity provider (IdP) that supports SAML 2.0.

The SAML provider resource that you create with this operation can be used as a principal in an IAM role's trust policy. Such a policy can enable federated users who sign in using the SAML IdP to assume the role. You can create an IAM role that supports Web-based single sign-on (SSO) to the AWS Management Console or one that supports API access to AWS.

When you create the SAML provider resource, you upload a SAML metadata document that you get from your IdP. That document includes the issuer's name, expiration information, and keys that can be used to validate the SAML authentication response (assertions) that the IdP sends. You must generate the metadata document using the identity management software that is used as your organization's IdP.

This operation requires Signature Version 4.

For more information, see Enabling SAML 2.0 federated users to access the AWS Management Console and About SAML 2.0-based federation in the IAM User Guide.

", diff --git a/models/apis/lambda/2015-03-31/api-2.json b/models/apis/lambda/2015-03-31/api-2.json index cd8a503623c..7f31991f1f4 100644 --- a/models/apis/lambda/2015-03-31/api-2.json +++ b/models/apis/lambda/2015-03-31/api-2.json @@ -1769,7 +1769,7 @@ "type":"list", "member":{"shape":"FunctionResponseType"}, "max":1, - "min":1 + "min":0 }, "FunctionVersion":{ "type":"string", @@ -2330,7 +2330,6 @@ }, "LayerPermissionAllowedAction":{ "type":"string", - "max":22, "pattern":"lambda:GetLayerVersion" }, "LayerPermissionAllowedPrincipal":{ @@ -2807,7 +2806,6 @@ }, "OrganizationId":{ "type":"string", - "max":34, "pattern":"o-[a-z0-9]{10,32}" }, "PackageType":{ @@ -2846,7 +2844,7 @@ }, "Principal":{ "type":"string", - "pattern":"[^\\s]+" + "pattern":".*" }, "ProvisionedConcurrencyConfigList":{ "type":"list", @@ -3253,7 +3251,6 @@ }, "SourceOwner":{ "type":"string", - "max":12, "pattern":"\\d{12}" }, "State":{ diff --git a/models/apis/mediaconnect/2018-11-14/api-2.json b/models/apis/mediaconnect/2018-11-14/api-2.json index be5352be513..0e16168a958 100644 --- a/models/apis/mediaconnect/2018-11-14/api-2.json +++ b/models/apis/mediaconnect/2018-11-14/api-2.json @@ -1006,6 +1006,10 @@ "shape": "__integer", "locationName": "maxLatency" }, + "MinLatency": { + "shape": "__integer", + "locationName": "minLatency" + }, "Name": { "shape": "__string", "locationName": "name" @@ -1271,7 +1275,6 @@ } }, "required": [ - "Algorithm", "RoleArn" ] }, @@ -1510,7 +1513,8 @@ "type": "string", "enum": [ "speke", - "static-key" + "static-key", + "srt-password" ] }, "ListEntitlementsRequest": { @@ -1851,7 +1855,8 @@ "rtp-fec", "rtp", "zixi-pull", - "rist" + "rist", + "srt-listener" ] }, "PurchaseOfferingRequest": { @@ -2176,6 +2181,10 @@ "shape": "__integer", "locationName": "maxLatency" }, + "MinLatency": { + "shape": "__integer", + "locationName": "minLatency" + }, "Name": { "shape": "__string", "locationName": "name" @@ -2378,6 +2387,10 @@ "shape": "__integer", "locationName": "maxLatency" }, + "MinLatency": { + "shape": "__integer", + "locationName": "minLatency" + }, "Protocol": { "shape": "Protocol", "locationName": "protocol" @@ -2548,6 +2561,10 @@ "shape": "__integer", "locationName": "maxLatency" }, + "MinLatency": { + "shape": "__integer", + "locationName": "minLatency" + }, "OutputArn": { "shape": "__string", "location": "uri", @@ -2654,6 +2671,10 @@ "shape": "__integer", "locationName": "maxLatency" }, + "MinLatency": { + "shape": "__integer", + "locationName": "minLatency" + }, "Protocol": { "shape": "Protocol", "locationName": "protocol" diff --git a/models/apis/mediaconnect/2018-11-14/docs-2.json b/models/apis/mediaconnect/2018-11-14/docs-2.json index 064c4053df9..c81418209b4 100644 --- a/models/apis/mediaconnect/2018-11-14/docs-2.json +++ b/models/apis/mediaconnect/2018-11-14/docs-2.json @@ -464,16 +464,21 @@ "UpdateFlowOutputRequest$Port": "The port to use when content is distributed to this output.", "UpdateFlowSourceRequest$IngestPort": "The port that the flow will be listening on for incoming content.", "AddOutputRequest$MaxLatency": "The maximum latency in milliseconds for Zixi-based streams.", + "AddOutputRequest$MinLatency" : "The minimum latency in milliseconds for SRT-based streams. In streams that use the SRT protocol, this value that you set on your MediaConnect source or output represents the minimal potential latency of that connection. The latency of the stream is set to the highest number between the sender’s minimum latency and the receiver’s minimum latency.", "AddOutputRequest$SmoothingLatency": "The smoothing latency in milliseconds for RIST, RTP, and RTP-FEC streams.", "SetSourceRequest$MaxBitrate": "The smoothing max bitrate for RIST, RTP, and RTP-FEC streams.", "SetSourceRequest$MaxLatency": "The maximum latency in milliseconds. This parameter applies only to RIST-based and Zixi-based streams.", + "SetSourceRequest$MinLatency" : "The minimum latency in milliseconds for SRT-based streams. In streams that use the SRT protocol, this value that you set on your MediaConnect source or output represents the minimal potential latency of that connection. The latency of the stream is set to the highest number between the sender’s minimum latency and the receiver’s minimum latency.", "Transport$MaxBitrate": "The smoothing max bitrate for RIST, RTP, and RTP-FEC streams.", "Transport$MaxLatency": "The maximum latency in milliseconds. This parameter applies only to RIST-based and Zixi-based streams.", + "Transport$MinLatency" : "The minimum latency in milliseconds for SRT-based streams. In streams that use the SRT protocol, this value that you set on your MediaConnect source or output represents the minimal potential latency of that connection. The latency of the stream is set to the highest number between the sender’s minimum latency and the receiver’s minimum latency.", "Transport$SmoothingLatency": "The smoothing latency in milliseconds for RIST, RTP, and RTP-FEC streams.", "UpdateFlowOutputRequest$MaxLatency": "The maximum latency in milliseconds for Zixi-based streams.", + "UpdateFlowOutputRequest$MinLatency" : "The minimum latency in milliseconds for SRT-based streams. In streams that use the SRT protocol, this value that you set on your MediaConnect source or output represents the minimal potential latency of that connection. The latency of the stream is set to the highest number between the sender’s minimum latency and the receiver’s minimum latency.", "UpdateFlowOutputRequest$SmoothingLatency": "The smoothing latency in milliseconds for RIST, RTP, and RTP-FEC streams.", "UpdateFlowSourceRequest$MaxBitrate": "The smoothing max bitrate for RIST, RTP, and RTP-FEC streams.", - "UpdateFlowSourceRequest$MaxLatency": "The maximum latency in milliseconds. This parameter applies only to RIST-based and Zixi-based streams." + "UpdateFlowSourceRequest$MaxLatency": "The maximum latency in milliseconds. This parameter applies only to RIST-based and Zixi-based streams.", + "UpdateFlowSourceRequest$MinLatency" : "The minimum latency in milliseconds for SRT-based streams. In streams that use the SRT protocol, this value that you set on your MediaConnect source or output represents the minimal potential latency of that connection. The latency of the stream is set to the highest number between the sender’s minimum latency and the receiver’s minimum latency." } }, "__listOfAddOutputRequest": { diff --git a/models/apis/mediatailor/2018-04-23/api-2.json b/models/apis/mediatailor/2018-04-23/api-2.json index de5939010d2..a62af388405 100644 --- a/models/apis/mediatailor/2018-04-23/api-2.json +++ b/models/apis/mediatailor/2018-04-23/api-2.json @@ -297,21 +297,6 @@ "shape": "ListPlaybackConfigurationsResponse" } }, - "ListPrograms": { - "errors": [], - "http": { - "method": "GET", - "requestUri": "/channel/{channelName}/programs", - "responseCode": 200 - }, - "input": { - "shape": "ListProgramsRequest" - }, - "name": "ListPrograms", - "output": { - "shape": "ListProgramsResponse" - } - }, "ListSourceLocations": { "errors": [], "http": { @@ -1450,40 +1435,6 @@ }, "type": "structure" }, - "ListProgramsRequest": { - "members": { - "ChannelName": { - "location": "uri", - "locationName": "channelName", - "shape": "__string" - }, - "MaxResults": { - "location": "querystring", - "locationName": "maxResults", - "shape": "MaxResults" - }, - "NextToken": { - "location": "querystring", - "locationName": "nextToken", - "shape": "__string" - } - }, - "required": [ - "ChannelName" - ], - "type": "structure" - }, - "ListProgramsResponse": { - "members": { - "Items": { - "shape": "__listOfProgram" - }, - "NextToken": { - "shape": "__string" - } - }, - "type": "structure" - }, "ListSourceLocationsRequest": { "members": { "MaxResults": { @@ -1676,42 +1627,6 @@ ], "type": "string" }, - "Program": { - "members": { - "AdBreaks": { - "shape": "__listOfAdBreak" - }, - "Arn": { - "shape": "__string" - }, - "ChannelName": { - "shape": "__string" - }, - "CreationTime": { - "shape": "__timestampUnix" - }, - "LastModifiedTime": { - "shape": "__timestampUnix" - }, - "ProgramName": { - "shape": "__string" - }, - "SourceLocationName": { - "shape": "__string" - }, - "VodSourceName": { - "shape": "__string" - } - }, - "required": [ - "VodSourceName", - "ChannelName", - "SourceLocationName", - "Arn", - "ProgramName" - ], - "type": "structure" - }, "PutChannelPolicyRequest": { "members": { "ChannelName": { @@ -2320,12 +2235,6 @@ }, "type": "list" }, - "__listOfProgram": { - "member": { - "shape": "Program" - }, - "type": "list" - }, "__listOfScheduleEntry": { "member": { "shape": "ScheduleEntry" @@ -2370,4 +2279,4 @@ "type": "timestamp" } } -} \ No newline at end of file +} diff --git a/models/apis/mediatailor/2018-04-23/docs-2.json b/models/apis/mediatailor/2018-04-23/docs-2.json index 4206dc6d1fb..235be65b14a 100644 --- a/models/apis/mediatailor/2018-04-23/docs-2.json +++ b/models/apis/mediatailor/2018-04-23/docs-2.json @@ -21,7 +21,6 @@ "GetPlaybackConfiguration": "

Returns the playback configuration for the specified name.

", "ListChannels": "

Retrieves a list of channels that are associated with this account.

", "ListPlaybackConfigurations": "

Returns a list of the playback configurations defined in AWS Elemental MediaTailor. You can specify a maximum number of configurations to return at a time. The default maximum is 50. Results are returned in pagefuls. If MediaTailor has more configurations than the specified maximum, it provides parameters in the response that you can use to retrieve the next pageful.

", - "ListPrograms": "

Retrieves a list of programs on a specific channel.

", "ListSourceLocations": "

Retrieves a list of source locations.

", "ListTagsForResource": "

Returns a list of the tags assigned to the specified playback configuration resource.

", "ListVodSources": "

Lists all the VOD sources in a source location.

", @@ -263,10 +262,6 @@ "base": "

Returns a list of playback configurations.

", "refs": {} }, - "ListProgramsResponse": { - "base": "

Returns a list of programs for a channel.

", - "refs": {} - }, "ListSourceLocationsResponse": { "base": "

Lists the source locations.

", "refs": {} @@ -322,12 +317,6 @@ "CreateChannelRequest$PlaybackMode": "

The type of playback mode for this channel. The only supported value is LOOP.

" } }, - "Program": { - "base": "

Program configuration parameters.

", - "refs": { - "__listOfProgram$member": null - } - }, "PutChannelPolicyRequest": { "base": "

Adds an IAM policy for the channel.

", "refs": {} @@ -469,8 +458,7 @@ "base": null, "refs": { "CreateProgramRequest$AdBreaks": "

The ad break configuration settings.

", - "DescribeProgramResponse$AdBreaks": "

The ad break configuration settings.

", - "Program$AdBreaks": "

The ad break configuration settings.

" + "DescribeProgramResponse$AdBreaks": "

The ad break configuration settings.

" } }, "__listOfChannel": { @@ -485,12 +473,6 @@ "ListPlaybackConfigurationsResponse$Items": "

Array of playback configurations. This might be all the available configurations or a subset, depending on the settings that you provide and the total number of configurations stored.

" } }, - "__listOfProgram": { - "base": null, - "refs": { - "ListProgramsResponse$Items": "

An array containing the programs for a channel.

" - } - }, "__listOfScheduleEntry": { "base": null, "refs": { @@ -584,7 +566,6 @@ "HttpPackageConfiguration$SourceGroup": "

The name of the source group. This has to match one of the Channel::Outputs::SourceGroup.

", "ListChannelsResponse$NextToken": "

Pagination token returned by the list request when results exceed the maximum allowed. Use the token to fetch the next page of results.

", "ListPlaybackConfigurationsResponse$NextToken": "

Pagination token returned by the GET list request when results exceed the maximum allowed. Use the token to fetch the next page of results.

", - "ListProgramsResponse$NextToken": "

Pagination token from the list request. Use the token to fetch the next page of results.

", "ListSourceLocationsResponse$NextToken": "

Pagination token from the list request. Use the token to fetch the next page of results.

", "ListVodSourcesResponse$NextToken": "

Pagination token from the list request. Use the token to fetch the next page of results.

", "LivePreRollConfiguration$AdDecisionServerUrl": "

The URL for the ad decision server (ADS) for pre-roll ads. This includes the specification of static parameters and placeholders for dynamic parameters. AWS Elemental MediaTailor substitutes player-specific and session-specific parameters as needed when calling the ADS. Alternately, for testing, you can provide a static VAST URL. The maximum length is 25,000 characters.

", @@ -596,11 +577,6 @@ "PlaybackConfiguration$SlateAdUrl": "

The URL for a video asset to transcode and use to fill in time that's not used by ads. AWS Elemental MediaTailor shows the slate to fill in gaps in media content. Configuring the slate is optional for non-VPAID playback configurations. For VPAID, the slate is required because MediaTailor provides it in the slots designated for dynamic ad content. The slate must be a high-quality asset that contains both audio and video.

", "PlaybackConfiguration$TranscodeProfileName": "

The name that is used to associate this playback configuration with a custom transcode profile. This overrides the dynamic transcoding defaults of MediaTailor. Use this only if you have already set up custom profiles with the help of AWS Support.

", "PlaybackConfiguration$VideoContentSourceUrl": "

The URL prefix for the parent manifest for the stream, minus the asset ID. The maximum length is 512 characters.

", - "Program$Arn": "

The ARN of the program.

", - "Program$ChannelName": "

The name of the channel that the program belongs to.

", - "Program$ProgramName": "

The name of the program.

", - "Program$SourceLocationName": "

The name of the source location.

", - "Program$VodSourceName": "

The name that's used to refer to a VOD source.

", "PutChannelPolicyRequest$Policy": "

Adds an IAM role that determines the permissions of your channel.

", "PutPlaybackConfigurationRequest$AdDecisionServerUrl": "

The URL for the ad decision server (ADS). This includes the specification of static parameters and placeholders for dynamic parameters. AWS Elemental MediaTailor substitutes player-specific and session-specific parameters as needed when calling the ADS. Alternately, for testing you can provide a static VAST URL. The maximum length is 25,000 characters.

", "PutPlaybackConfigurationRequest$Name": "

The identifier for the playback configuration.

", @@ -641,8 +617,6 @@ "DescribeSourceLocationResponse$LastModifiedTime": "

The timestamp that indicates when the source location was last modified.

", "DescribeVodSourceResponse$CreationTime": "

The timestamp that indicates when the VOD source was created.

", "DescribeVodSourceResponse$LastModifiedTime": "

The ARN for the VOD source.

", - "Program$CreationTime": "

The timestamp of when the program was created.

", - "Program$LastModifiedTime": "

The timestamp of when the program was last modified.

", "ScheduleEntry$ApproximateStartTime": "

The approximate time that the program will start playing.

", "SourceLocation$CreationTime": "

The timestamp that indicates when the source location was created.

", "SourceLocation$LastModifiedTime": "

The timestamp that indicates when the source location was last modified.

", @@ -651,4 +625,4 @@ } } } -} \ No newline at end of file +} diff --git a/models/apis/mediatailor/2018-04-23/paginators-1.json b/models/apis/mediatailor/2018-04-23/paginators-1.json index 60852f2252d..996f59c3f88 100644 --- a/models/apis/mediatailor/2018-04-23/paginators-1.json +++ b/models/apis/mediatailor/2018-04-23/paginators-1.json @@ -18,12 +18,6 @@ "output_token": "NextToken", "result_key": "Items" }, - "ListPrograms": { - "input_token": "NextToken", - "limit_key": "MaxResults", - "output_token": "NextToken", - "result_key": "Items" - }, "ListSourceLocations": { "input_token": "NextToken", "limit_key": "MaxResults", @@ -37,4 +31,4 @@ "result_key": "Items" } } -} \ No newline at end of file +} diff --git a/models/apis/mwaa/2020-07-01/api-2.json b/models/apis/mwaa/2020-07-01/api-2.json index 5ebef3df440..4edeb476ccf 100644 --- a/models/apis/mwaa/2020-07-01/api-2.json +++ b/models/apis/mwaa/2020-07-01/api-2.json @@ -402,7 +402,9 @@ "AVAILABLE", "UPDATING", "DELETING", - "DELETED" + "DELETED", + "UNAVAILABLE", + "UPDATE_FAILED" ] }, "ErrorCode":{"type":"string"}, diff --git a/service/accessanalyzer/accessanalyzeriface/interface.go b/service/accessanalyzer/accessanalyzeriface/interface.go index cd80d7239a4..95e957b3afa 100644 --- a/service/accessanalyzer/accessanalyzeriface/interface.go +++ b/service/accessanalyzer/accessanalyzeriface/interface.go @@ -169,6 +169,13 @@ type AccessAnalyzerAPI interface { UpdateFindings(*accessanalyzer.UpdateFindingsInput) (*accessanalyzer.UpdateFindingsOutput, error) UpdateFindingsWithContext(aws.Context, *accessanalyzer.UpdateFindingsInput, ...request.Option) (*accessanalyzer.UpdateFindingsOutput, error) UpdateFindingsRequest(*accessanalyzer.UpdateFindingsInput) (*request.Request, *accessanalyzer.UpdateFindingsOutput) + + ValidatePolicy(*accessanalyzer.ValidatePolicyInput) (*accessanalyzer.ValidatePolicyOutput, error) + ValidatePolicyWithContext(aws.Context, *accessanalyzer.ValidatePolicyInput, ...request.Option) (*accessanalyzer.ValidatePolicyOutput, error) + ValidatePolicyRequest(*accessanalyzer.ValidatePolicyInput) (*request.Request, *accessanalyzer.ValidatePolicyOutput) + + ValidatePolicyPages(*accessanalyzer.ValidatePolicyInput, func(*accessanalyzer.ValidatePolicyOutput, bool) bool) error + ValidatePolicyPagesWithContext(aws.Context, *accessanalyzer.ValidatePolicyInput, func(*accessanalyzer.ValidatePolicyOutput, bool) bool, ...request.Option) error } var _ AccessAnalyzerAPI = (*accessanalyzer.AccessAnalyzer)(nil) diff --git a/service/accessanalyzer/api.go b/service/accessanalyzer/api.go index 621b8770a3d..4d2be8bd213 100644 --- a/service/accessanalyzer/api.go +++ b/service/accessanalyzer/api.go @@ -347,6 +347,10 @@ func (c *AccessAnalyzer) CreateArchiveRuleRequest(input *CreateArchiveRuleInput) // archive new findings that meet the criteria you define when you create the // rule. // +// To learn about filter keys that you can use to create an archive rule, see +// Access Analyzer filter keys (https://docs.aws.amazon.com/IAM/latest/UserGuide/access-analyzer-reference-filter-keys.html) +// in the IAM User Guide. +// // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. @@ -2492,6 +2496,155 @@ func (c *AccessAnalyzer) UpdateFindingsWithContext(ctx aws.Context, input *Updat return out, req.Send() } +const opValidatePolicy = "ValidatePolicy" + +// ValidatePolicyRequest generates a "aws/request.Request" representing the +// client's request for the ValidatePolicy operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See ValidatePolicy for more information on using the ValidatePolicy +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the ValidatePolicyRequest method. +// req, resp := client.ValidatePolicyRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/accessanalyzer-2019-11-01/ValidatePolicy +func (c *AccessAnalyzer) ValidatePolicyRequest(input *ValidatePolicyInput) (req *request.Request, output *ValidatePolicyOutput) { + op := &request.Operation{ + Name: opValidatePolicy, + HTTPMethod: "POST", + HTTPPath: "/policy/validation", + Paginator: &request.Paginator{ + InputTokens: []string{"nextToken"}, + OutputTokens: []string{"nextToken"}, + LimitToken: "maxResults", + TruncationToken: "", + }, + } + + if input == nil { + input = &ValidatePolicyInput{} + } + + output = &ValidatePolicyOutput{} + req = c.newRequest(op, input, output) + return +} + +// ValidatePolicy API operation for Access Analyzer. +// +// Requests the validation of a policy and returns a list of findings. The findings +// help you identify issues and provide actionable recommendations to resolve +// the issue and enable you to author functional policies that meet security +// best practices. +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Access Analyzer's +// API operation ValidatePolicy for usage and error information. +// +// Returned Error Types: +// * ValidationException +// Validation exception error. +// +// * InternalServerException +// Internal server error. +// +// * ThrottlingException +// Throttling limit exceeded error. +// +// * AccessDeniedException +// You do not have sufficient access to perform this action. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/accessanalyzer-2019-11-01/ValidatePolicy +func (c *AccessAnalyzer) ValidatePolicy(input *ValidatePolicyInput) (*ValidatePolicyOutput, error) { + req, out := c.ValidatePolicyRequest(input) + return out, req.Send() +} + +// ValidatePolicyWithContext is the same as ValidatePolicy with the addition of +// the ability to pass a context and additional request options. +// +// See ValidatePolicy for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *AccessAnalyzer) ValidatePolicyWithContext(ctx aws.Context, input *ValidatePolicyInput, opts ...request.Option) (*ValidatePolicyOutput, error) { + req, out := c.ValidatePolicyRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +// ValidatePolicyPages iterates over the pages of a ValidatePolicy operation, +// calling the "fn" function with the response data for each page. To stop +// iterating, return false from the fn function. +// +// See ValidatePolicy method for more information on how to use this operation. +// +// Note: This operation can generate multiple requests to a service. +// +// // Example iterating over at most 3 pages of a ValidatePolicy operation. +// pageNum := 0 +// err := client.ValidatePolicyPages(params, +// func(page *accessanalyzer.ValidatePolicyOutput, lastPage bool) bool { +// pageNum++ +// fmt.Println(page) +// return pageNum <= 3 +// }) +// +func (c *AccessAnalyzer) ValidatePolicyPages(input *ValidatePolicyInput, fn func(*ValidatePolicyOutput, bool) bool) error { + return c.ValidatePolicyPagesWithContext(aws.BackgroundContext(), input, fn) +} + +// ValidatePolicyPagesWithContext same as ValidatePolicyPages except +// it takes a Context and allows setting request options on the pages. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *AccessAnalyzer) ValidatePolicyPagesWithContext(ctx aws.Context, input *ValidatePolicyInput, fn func(*ValidatePolicyOutput, bool) bool, opts ...request.Option) error { + p := request.Pagination{ + NewRequest: func() (*request.Request, error) { + var inCpy *ValidatePolicyInput + if input != nil { + tmp := *input + inCpy = &tmp + } + req, _ := c.ValidatePolicyRequest(inCpy) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return req, nil + }, + } + + for p.Next() { + if !fn(p.Page().(*ValidatePolicyOutput), !p.HasNextPage()) { + break + } + } + + return p.Err() +} + // You do not have sufficient access to perform this action. type AccessDeniedException struct { _ struct{} `type:"structure"` @@ -5923,6 +6076,44 @@ func (s *ListTagsForResourceOutput) SetTags(v map[string]*string) *ListTagsForRe return s } +// A location in a policy that is represented as a path through the JSON representation +// and a corresponding span. +type Location struct { + _ struct{} `type:"structure"` + + // A path in a policy, represented as a sequence of path elements. + // + // Path is a required field + Path []*PathElement `locationName:"path" type:"list" required:"true"` + + // A span in a policy. + // + // Span is a required field + Span *Span `locationName:"span" type:"structure" required:"true"` +} + +// String returns the string representation +func (s Location) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s Location) GoString() string { + return s.String() +} + +// SetPath sets the Path field's value. +func (s *Location) SetPath(v []*PathElement) *Location { + s.Path = v + return s +} + +// SetSpan sets the Span field's value. +func (s *Location) SetSpan(v *Span) *Location { + s.Span = v + return s +} + // The proposed InternetConfiguration or VpcConfiguration to apply to the Amazon // S3 Access point. You can make the access point accessible from the internet, // or you can specify that all requests made through that access point must @@ -5977,6 +6168,106 @@ func (s *NetworkOriginConfiguration) SetVpcConfiguration(v *VpcConfiguration) *N return s } +// A single element in a path through the JSON representation of a policy. +type PathElement struct { + _ struct{} `type:"structure"` + + // Refers to an index in a JSON array. + Index *int64 `locationName:"index" type:"integer"` + + // Refers to a key in a JSON object. + Key *string `locationName:"key" type:"string"` + + // Refers to a substring of a literal string in a JSON object. + Substring *Substring `locationName:"substring" type:"structure"` + + // Refers to the value associated with a given key in a JSON object. + Value *string `locationName:"value" type:"string"` +} + +// String returns the string representation +func (s PathElement) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s PathElement) GoString() string { + return s.String() +} + +// SetIndex sets the Index field's value. +func (s *PathElement) SetIndex(v int64) *PathElement { + s.Index = &v + return s +} + +// SetKey sets the Key field's value. +func (s *PathElement) SetKey(v string) *PathElement { + s.Key = &v + return s +} + +// SetSubstring sets the Substring field's value. +func (s *PathElement) SetSubstring(v *Substring) *PathElement { + s.Substring = v + return s +} + +// SetValue sets the Value field's value. +func (s *PathElement) SetValue(v string) *PathElement { + s.Value = &v + return s +} + +// A position in a policy. +type Position struct { + _ struct{} `type:"structure"` + + // The column of the position, starting from 0. + // + // Column is a required field + Column *int64 `locationName:"column" type:"integer" required:"true"` + + // The line of the position, starting from 1. + // + // Line is a required field + Line *int64 `locationName:"line" type:"integer" required:"true"` + + // The offset within the policy that corresponds to the position, starting from + // 0. + // + // Offset is a required field + Offset *int64 `locationName:"offset" type:"integer" required:"true"` +} + +// String returns the string representation +func (s Position) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s Position) GoString() string { + return s.String() +} + +// SetColumn sets the Column field's value. +func (s *Position) SetColumn(v int64) *Position { + s.Column = &v + return s +} + +// SetLine sets the Line field's value. +func (s *Position) SetLine(v int64) *Position { + s.Line = &v + return s +} + +// SetOffset sets the Offset field's value. +func (s *Position) SetOffset(v int64) *Position { + s.Offset = &v + return s +} + // The specified resource could not be found. type ResourceNotFoundException struct { _ struct{} `type:"structure"` @@ -6479,6 +6770,44 @@ func (s *SortCriteria) SetOrderBy(v string) *SortCriteria { return s } +// A span in a policy. The span consists of a start position (inclusive) and +// end position (exclusive). +type Span struct { + _ struct{} `type:"structure"` + + // The end position of the span (exclusive). + // + // End is a required field + End *Position `locationName:"end" type:"structure" required:"true"` + + // The start position of the span (inclusive). + // + // Start is a required field + Start *Position `locationName:"start" type:"structure" required:"true"` +} + +// String returns the string representation +func (s Span) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s Span) GoString() string { + return s.String() +} + +// SetEnd sets the End field's value. +func (s *Span) SetEnd(v *Position) *Span { + s.End = v + return s +} + +// SetStart sets the Start field's value. +func (s *Span) SetStart(v *Position) *Span { + s.Start = v + return s +} + // The proposed access control configuration for an SQS queue. You can propose // a configuration for a new SQS queue or an existing SQS queue that you own // by specifying the SQS policy. If the configuration is for an existing SQS @@ -6609,6 +6938,43 @@ func (s *StatusReason) SetCode(v string) *StatusReason { return s } +// A reference to a substring of a literal string in a JSON document. +type Substring struct { + _ struct{} `type:"structure"` + + // The length of the substring. + // + // Length is a required field + Length *int64 `locationName:"length" type:"integer" required:"true"` + + // The start index of the substring, starting from 0. + // + // Start is a required field + Start *int64 `locationName:"start" type:"integer" required:"true"` +} + +// String returns the string representation +func (s Substring) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s Substring) GoString() string { + return s.String() +} + +// SetLength sets the Length field's value. +func (s *Substring) SetLength(v int64) *Substring { + s.Length = &v + return s +} + +// SetStart sets the Start field's value. +func (s *Substring) SetStart(v int64) *Substring { + s.Start = &v + return s +} + // Adds a tag to the specified resource. type TagResourceInput struct { _ struct{} `type:"structure"` @@ -7014,6 +7380,213 @@ func (s UpdateFindingsOutput) GoString() string { return s.String() } +// A finding in a policy. Each finding is an actionable recommendation that +// can be used to improve the policy. +type ValidatePolicyFinding struct { + _ struct{} `type:"structure"` + + // A localized message that explains the finding and provides guidance on how + // to address it. + // + // FindingDetails is a required field + FindingDetails *string `locationName:"findingDetails" type:"string" required:"true"` + + // The impact of the finding. + // + // Security warnings report when the policy allows access that we consider overly + // permissive. + // + // Errors report when a part of the policy is not functional. + // + // Warnings report non-security issues when a policy does not conform to policy + // writing best practices. + // + // Suggestions recommend stylistic improvements in the policy that do not impact + // access. + // + // FindingType is a required field + FindingType *string `locationName:"findingType" type:"string" required:"true" enum:"ValidatePolicyFindingType"` + + // The issue code provides an identifier of the issue associated with this finding. + // + // IssueCode is a required field + IssueCode *string `locationName:"issueCode" type:"string" required:"true"` + + // A link to additional documentation about the type of finding. + // + // LearnMoreLink is a required field + LearnMoreLink *string `locationName:"learnMoreLink" type:"string" required:"true"` + + // The list of locations in the policy document that are related to the finding. + // The issue code provides a summary of an issue identified by the finding. + // + // Locations is a required field + Locations []*Location `locationName:"locations" type:"list" required:"true"` +} + +// String returns the string representation +func (s ValidatePolicyFinding) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ValidatePolicyFinding) GoString() string { + return s.String() +} + +// SetFindingDetails sets the FindingDetails field's value. +func (s *ValidatePolicyFinding) SetFindingDetails(v string) *ValidatePolicyFinding { + s.FindingDetails = &v + return s +} + +// SetFindingType sets the FindingType field's value. +func (s *ValidatePolicyFinding) SetFindingType(v string) *ValidatePolicyFinding { + s.FindingType = &v + return s +} + +// SetIssueCode sets the IssueCode field's value. +func (s *ValidatePolicyFinding) SetIssueCode(v string) *ValidatePolicyFinding { + s.IssueCode = &v + return s +} + +// SetLearnMoreLink sets the LearnMoreLink field's value. +func (s *ValidatePolicyFinding) SetLearnMoreLink(v string) *ValidatePolicyFinding { + s.LearnMoreLink = &v + return s +} + +// SetLocations sets the Locations field's value. +func (s *ValidatePolicyFinding) SetLocations(v []*Location) *ValidatePolicyFinding { + s.Locations = v + return s +} + +type ValidatePolicyInput struct { + _ struct{} `type:"structure"` + + // The locale to use for localizing the findings. + Locale *string `locationName:"locale" type:"string" enum:"Locale"` + + // The maximum number of results to return in the response. + MaxResults *int64 `location:"querystring" locationName:"maxResults" type:"integer"` + + // A token used for pagination of results returned. + NextToken *string `location:"querystring" locationName:"nextToken" type:"string"` + + // The JSON policy document to use as the content for the policy. + // + // PolicyDocument is a required field + PolicyDocument *string `locationName:"policyDocument" type:"string" required:"true"` + + // The type of policy to validate. Identity policies grant permissions to IAM + // principals. Identity policies include managed and inline policies for IAM + // roles, users, and groups. They also include service-control policies (SCPs) + // that are attached to an AWS organization, organizational unit (OU), or an + // account. + // + // Resource policies grant permissions on AWS resources. Resource policies include + // trust policies for IAM roles and bucket policies for S3 buckets. You can + // provide a generic input such as identity policy or resource policy or a specific + // input such as managed policy or S3 bucket policy. + // + // PolicyType is a required field + PolicyType *string `locationName:"policyType" type:"string" required:"true" enum:"PolicyType"` +} + +// String returns the string representation +func (s ValidatePolicyInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ValidatePolicyInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *ValidatePolicyInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "ValidatePolicyInput"} + if s.PolicyDocument == nil { + invalidParams.Add(request.NewErrParamRequired("PolicyDocument")) + } + if s.PolicyType == nil { + invalidParams.Add(request.NewErrParamRequired("PolicyType")) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetLocale sets the Locale field's value. +func (s *ValidatePolicyInput) SetLocale(v string) *ValidatePolicyInput { + s.Locale = &v + return s +} + +// SetMaxResults sets the MaxResults field's value. +func (s *ValidatePolicyInput) SetMaxResults(v int64) *ValidatePolicyInput { + s.MaxResults = &v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *ValidatePolicyInput) SetNextToken(v string) *ValidatePolicyInput { + s.NextToken = &v + return s +} + +// SetPolicyDocument sets the PolicyDocument field's value. +func (s *ValidatePolicyInput) SetPolicyDocument(v string) *ValidatePolicyInput { + s.PolicyDocument = &v + return s +} + +// SetPolicyType sets the PolicyType field's value. +func (s *ValidatePolicyInput) SetPolicyType(v string) *ValidatePolicyInput { + s.PolicyType = &v + return s +} + +type ValidatePolicyOutput struct { + _ struct{} `type:"structure"` + + // The list of findings in a policy returned by Access Analyzer based on its + // suite of policy checks. + // + // Findings is a required field + Findings []*ValidatePolicyFinding `locationName:"findings" type:"list" required:"true"` + + // A token used for pagination of results returned. + NextToken *string `locationName:"nextToken" type:"string"` +} + +// String returns the string representation +func (s ValidatePolicyOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ValidatePolicyOutput) GoString() string { + return s.String() +} + +// SetFindings sets the Findings field's value. +func (s *ValidatePolicyOutput) SetFindings(v []*ValidatePolicyFinding) *ValidatePolicyOutput { + s.Findings = v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *ValidatePolicyOutput) SetNextToken(v string) *ValidatePolicyOutput { + s.NextToken = &v + return s +} + // Validation exception error. type ValidationException struct { _ struct{} `type:"structure"` @@ -7384,6 +7957,54 @@ func KmsGrantOperation_Values() []string { } } +const ( + // LocaleDe is a Locale enum value + LocaleDe = "DE" + + // LocaleEn is a Locale enum value + LocaleEn = "EN" + + // LocaleEs is a Locale enum value + LocaleEs = "ES" + + // LocaleFr is a Locale enum value + LocaleFr = "FR" + + // LocaleIt is a Locale enum value + LocaleIt = "IT" + + // LocaleJa is a Locale enum value + LocaleJa = "JA" + + // LocaleKo is a Locale enum value + LocaleKo = "KO" + + // LocalePtBr is a Locale enum value + LocalePtBr = "PT_BR" + + // LocaleZhCn is a Locale enum value + LocaleZhCn = "ZH_CN" + + // LocaleZhTw is a Locale enum value + LocaleZhTw = "ZH_TW" +) + +// Locale_Values returns all elements of the Locale enum +func Locale_Values() []string { + return []string{ + LocaleDe, + LocaleEn, + LocaleEs, + LocaleFr, + LocaleIt, + LocaleJa, + LocaleKo, + LocalePtBr, + LocaleZhCn, + LocaleZhTw, + } +} + const ( // OrderByAsc is a OrderBy enum value OrderByAsc = "ASC" @@ -7400,6 +8021,26 @@ func OrderBy_Values() []string { } } +const ( + // PolicyTypeIdentityPolicy is a PolicyType enum value + PolicyTypeIdentityPolicy = "IDENTITY_POLICY" + + // PolicyTypeResourcePolicy is a PolicyType enum value + PolicyTypeResourcePolicy = "RESOURCE_POLICY" + + // PolicyTypeServiceControlPolicy is a PolicyType enum value + PolicyTypeServiceControlPolicy = "SERVICE_CONTROL_POLICY" +) + +// PolicyType_Values returns all elements of the PolicyType enum +func PolicyType_Values() []string { + return []string{ + PolicyTypeIdentityPolicy, + PolicyTypeResourcePolicy, + PolicyTypeServiceControlPolicy, + } +} + const ( // ReasonCodeAwsServiceAccessDisabled is a ReasonCode enum value ReasonCodeAwsServiceAccessDisabled = "AWS_SERVICE_ACCESS_DISABLED" @@ -7476,6 +8117,30 @@ func Type_Values() []string { } } +const ( + // ValidatePolicyFindingTypeError is a ValidatePolicyFindingType enum value + ValidatePolicyFindingTypeError = "ERROR" + + // ValidatePolicyFindingTypeSecurityWarning is a ValidatePolicyFindingType enum value + ValidatePolicyFindingTypeSecurityWarning = "SECURITY_WARNING" + + // ValidatePolicyFindingTypeSuggestion is a ValidatePolicyFindingType enum value + ValidatePolicyFindingTypeSuggestion = "SUGGESTION" + + // ValidatePolicyFindingTypeWarning is a ValidatePolicyFindingType enum value + ValidatePolicyFindingTypeWarning = "WARNING" +) + +// ValidatePolicyFindingType_Values returns all elements of the ValidatePolicyFindingType enum +func ValidatePolicyFindingType_Values() []string { + return []string{ + ValidatePolicyFindingTypeError, + ValidatePolicyFindingTypeSecurityWarning, + ValidatePolicyFindingTypeSuggestion, + ValidatePolicyFindingTypeWarning, + } +} + const ( // ValidationExceptionReasonUnknownOperation is a ValidationExceptionReason enum value ValidationExceptionReasonUnknownOperation = "unknownOperation" diff --git a/service/gamelift/api.go b/service/gamelift/api.go index 79f3cb976a8..a4b769ab9b5 100644 --- a/service/gamelift/api.go +++ b/service/gamelift/api.go @@ -83,21 +83,15 @@ func (c *GameLift) AcceptMatchRequest(input *AcceptMatchInput) (req *request.Req // // Learn more // -// Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) +// Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) // -// FlexMatch Events Reference (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html) +// FlexMatch events (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html) +// (reference) // -// Related operations +// Related actions // -// * StartMatchmaking -// -// * DescribeMatchmaking -// -// * StopMatchmaking -// -// * AcceptMatch -// -// * StartMatchBackfill +// StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | +// StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -189,8 +183,8 @@ func (c *GameLift) ClaimGameServerRequest(input *ClaimGameServerInput) (req *req // ClaimGameServer API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // // Locates an available game server and temporarily reserves it to host gameplay // and players. This operation is called from a game client or client service @@ -227,19 +221,10 @@ func (c *GameLift) ClaimGameServerRequest(input *ClaimGameServerInput) (req *req // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// Related operations -// -// * RegisterGameServer -// -// * ListGameServers -// -// * ClaimGameServer -// -// * DescribeGameServer +// Related actions // -// * UpdateGameServer -// -// * DeregisterGameServer +// RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer +// | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -359,17 +344,10 @@ func (c *GameLift) CreateAliasRequest(input *CreateAliasInput) (req *request.Req // an alias ID and an ARN. You can reassign an alias to another fleet by calling // UpdateAlias. // -// * CreateAlias -// -// * ListAliases -// -// * DescribeAlias -// -// * UpdateAlias +// Related actions // -// * DeleteAlias -// -// * ResolveAlias +// CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -483,20 +461,20 @@ func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Req // // The CreateBuild operation can used in the following scenarios: // -// * To create a new game build with build files that are in an S3 location -// under an AWS account that you control. To use this option, you must first -// give Amazon GameLift access to the S3 bucket. With permissions in place, -// call CreateBuild and specify a build name, operating system, and the S3 -// storage location of your game build. -// -// * To directly upload your build files to a GameLift S3 location. To use -// this option, first call CreateBuild and specify a build name and operating -// system. This operation creates a new build resource and also returns an -// S3 location with temporary access credentials. Use the credentials to -// manually upload your build files to the specified S3 location. For more -// information, see Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html) +// * To create a new game build with build files that are in an Amazon S3 +// location under an AWS account that you control. To use this option, you +// must first give Amazon GameLift access to the Amazon S3 bucket. With permissions +// in place, call CreateBuild and specify a build name, operating system, +// and the Amazon S3 storage location of your game build. +// +// * To directly upload your build files to a GameLift Amazon S3 location. +// To use this option, first call CreateBuild and specify a build name and +// operating system. This operation creates a new build resource and also +// returns an Amazon S3 location with temporary access credentials. Use the +// credentials to manually upload your build files to the specified Amazon +// S3 location. For more information, see Uploading Objects (https://docs.aws.amazon.com/AmazonS3/latest/dev/UploadingObjects.html) // in the Amazon S3 Developer Guide. Build files can be uploaded to the GameLift -// S3 location once only; that can't be updated. +// Amazon S3 location once only; that can't be updated. // // If successful, this operation creates a new build resource with a unique // build ID and places it in INITIALIZED status. A build must be in READY status @@ -508,17 +486,10 @@ func (c *GameLift) CreateBuildRequest(input *CreateBuildInput) (req *request.Req // // Create a Build with Files in Amazon S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) // -// Related operations -// -// * CreateBuild -// -// * ListBuilds -// -// * DescribeBuild +// Related actions // -// * UpdateBuild -// -// * DeleteBuild +// CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All +// APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -616,59 +587,51 @@ func (c *GameLift) CreateFleetRequest(input *CreateFleetInput) (req *request.Req // CreateFleet API operation for Amazon GameLift. // -// Creates a new fleet to run your game servers. whether they are custom game -// builds or Realtime Servers with game-specific script. A fleet is a set of -// Amazon Elastic Compute Cloud (Amazon EC2) instances, each of which can host -// multiple game sessions. When creating a fleet, you choose the hardware specifications, -// set some configuration options, and specify the game server to deploy on -// the new fleet. -// -// To create a new fleet, provide the following: (1) a fleet name, (2) an EC2 -// instance type and fleet type (spot or on-demand), (3) the build ID for your -// game build or script ID if using Realtime Servers, and (4) a runtime configuration, -// which determines how game servers will run on each instance in the fleet. -// -// If the CreateFleet call is successful, Amazon GameLift performs the following -// tasks. You can track the process of a fleet by checking the fleet status -// or by monitoring fleet creation events: -// -// * Creates a fleet resource. Status: NEW. -// -// * Begins writing events to the fleet event log, which can be accessed -// in the Amazon GameLift console. -// -// * Sets the fleet's target capacity to 1 (desired instances), which triggers -// Amazon GameLift to start one new EC2 instance. -// -// * Downloads the game build or Realtime script to the new instance and -// installs it. Statuses: DOWNLOADING, VALIDATING, BUILDING. -// -// * Starts launching server processes on the instance. If the fleet is configured -// to run multiple server processes per instance, Amazon GameLift staggers -// each process launch by a few seconds. Status: ACTIVATING. -// -// * Sets the fleet's status to ACTIVE as soon as one server process is ready -// to host a game session. +// Creates a fleet of Amazon Elastic Compute Cloud (Amazon EC2) instances to +// host your custom game server or Realtime Servers. Use this operation to configure +// the computing resources for your fleet and provide instructions for running +// game servers on each instance. +// +// Most GameLift fleets can deploy instances to multiple locations, including +// the home Region (where the fleet is created) and an optional set of remote +// locations. Fleets that are created in the following AWS Regions support multiple +// locations: us-east-1 (N. Virginia), us-west-2 (Oregon), eu-central-1 (Frankfurt), +// eu-west-1 (Ireland), ap-southeast-2 (Sydney), ap-northeast-1 (Tokyo), and +// ap-northeast-2 (Seoul). Fleets that created in other GameLift Regions can +// have instances in the fleet Region only. All instances deployed to fleet +// locations use the same configuration. +// +// To create a fleet, choose the hardware for your instances, specify a game +// server build or Realtime script to deploy, and provide a runtime configuration +// to direct GameLift how to start and run game servers on each instance in +// the fleet. Set permissions for inbound traffic to your game servers, and +// enable optional features as needed. When creating a multi-location fleet, +// provide a list of additional remote locations. +// +// If successful, this operation creates a new Fleet resource and places it +// in NEW status, which prompts GameLift to initiate the fleet creation workflow +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creation-workflow.html). +// You can track fleet creation by checking fleet status using DescribeFleetAttributes +// and DescribeFleetLocationAttributes/, or by monitoring fleet creation events +// using DescribeFleetEvents. As soon as the fleet status changes to ACTIVE, +// you can enable automatic scaling for the fleet with PutScalingPolicy and +// set capacity for the home Region with UpdateFleetCapacity. When the status +// of each remote location reaches ACTIVE, you can set capacity by location +// using UpdateFleetCapacity. // // Learn more // -// Setting Up Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) -// -// Debug Fleet Creation Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation) -// -// Related operations -// -// * CreateFleet +// Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * ListFleets +// Debug fleet creation issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html#fleets-creating-debug-creation) // -// * DeleteFleet +// Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * DescribeFleetAttributes +// Related actions // -// * UpdateFleetAttributes -// -// * StartFleetActions or StopFleetActions +// CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits +// | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes +// | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -730,6 +693,134 @@ func (c *GameLift) CreateFleetWithContext(ctx aws.Context, input *CreateFleetInp return out, req.Send() } +const opCreateFleetLocations = "CreateFleetLocations" + +// CreateFleetLocationsRequest generates a "aws/request.Request" representing the +// client's request for the CreateFleetLocations operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See CreateFleetLocations for more information on using the CreateFleetLocations +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the CreateFleetLocationsRequest method. +// req, resp := client.CreateFleetLocationsRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocations +func (c *GameLift) CreateFleetLocationsRequest(input *CreateFleetLocationsInput) (req *request.Request, output *CreateFleetLocationsOutput) { + op := &request.Operation{ + Name: opCreateFleetLocations, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &CreateFleetLocationsInput{} + } + + output = &CreateFleetLocationsOutput{} + req = c.newRequest(op, input, output) + return +} + +// CreateFleetLocations API operation for Amazon GameLift. +// +// Adds remote locations to a fleet and begins populating the new locations +// with EC2 instances. The new instances conform to the fleet's instance type, +// auto-scaling, and other configuration settings. +// +// This operation cannot be used with fleets that don't support remote locations. +// Fleets can have multiple locations only if they reside in AWS Regions that +// support this feature (see CreateFleet for the complete list) and were created +// after the feature was released in March 2021. +// +// To add fleet locations, specify the fleet to be updated and provide a list +// of one or more locations. +// +// If successful, this operation returns the list of added locations with their +// status set to NEW. GameLift initiates the process of starting an instance +// in each added location. You can track the status of each new location by +// monitoring location creation events using DescribeFleetEvents. Alternatively, +// you can poll location status by calling DescribeFleetLocationAttributes. +// After a location status becomes ACTIVE, you can adjust the location's capacity +// as needed with UpdateFleetCapacity. +// +// Learn more +// +// Setting up fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// +// Multi-location fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// +// Related actions +// +// CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity +// | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation CreateFleetLocations for usage and error information. +// +// Returned Error Types: +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * InvalidRequestException +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * UnauthorizedException +// The client failed authentication. Clients should not retry such requests. +// +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * InvalidFleetStatusException +// The requested operation would cause a conflict with the current state of +// a resource associated with the request and/or the fleet. Resolve the conflict +// before retrying. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateFleetLocations +func (c *GameLift) CreateFleetLocations(input *CreateFleetLocationsInput) (*CreateFleetLocationsOutput, error) { + req, out := c.CreateFleetLocationsRequest(input) + return out, req.Send() +} + +// CreateFleetLocationsWithContext is the same as CreateFleetLocations with the addition of +// the ability to pass a context and additional request options. +// +// See CreateFleetLocations for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) CreateFleetLocationsWithContext(ctx aws.Context, input *CreateFleetLocationsInput, opts ...request.Option) (*CreateFleetLocationsOutput, error) { + req, out := c.CreateFleetLocationsRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + const opCreateGameServerGroup = "CreateGameServerGroup" // CreateGameServerGroupRequest generates a "aws/request.Request" representing the @@ -774,8 +865,8 @@ func (c *GameLift) CreateGameServerGroupRequest(input *CreateGameServerGroupInpu // CreateGameServerGroup API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // // Creates a GameLift FleetIQ game server group for managing game hosting on // a collection of Amazon EC2 instances for game hosting. This operation creates @@ -793,7 +884,7 @@ func (c *GameLift) CreateGameServerGroupRequest(input *CreateGameServerGroupInpu // // * An IAM role that extends limited access to your AWS account to allow // GameLift FleetIQ to create and interact with the Auto Scaling group. For -// more information, see Create IAM roles for cross-service interaction (https://docs.aws.amazon.com/gamelift/latest/developerguide/gsg-iam-permissions-roles.html) +// more information, see Create IAM roles for cross-service interaction (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-iam-permissions-roles.html) // in the GameLift FleetIQ Developer Guide. // // To create a new game server group, specify a unique group name, IAM role @@ -814,23 +905,11 @@ func (c *GameLift) CreateGameServerGroupRequest(input *CreateGameServerGroupInpu // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// Related operations -// -// * CreateGameServerGroup -// -// * ListGameServerGroups -// -// * DescribeGameServerGroup -// -// * UpdateGameServerGroup -// -// * DeleteGameServerGroup -// -// * ResumeGameServerGroup +// Related actions // -// * SuspendGameServerGroup -// -// * DescribeGameServerInstances +// CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | +// UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup +// | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -927,51 +1006,50 @@ func (c *GameLift) CreateGameSessionRequest(input *CreateGameSessionInput) (req // CreateGameSession API operation for Amazon GameLift. // -// Creates a multiplayer game session for players. This operation creates a -// game session record and assigns an available server process in the specified -// fleet to host the game session. A fleet must have an ACTIVE status before -// a game session can be created in it. -// -// To create a game session, specify either fleet ID or alias ID and indicate -// a maximum number of players to allow in the game session. You can also provide -// a name and game-specific properties for this game session. If successful, -// a GameSession object is returned containing the game session properties and -// other settings you specified. +// Creates a multiplayer game session for players in a specific fleet location. +// This operation prompts an available server process to start a game session +// and retrieves connection information for the new game session. As an alternative, +// consider using the GameLift game session placement feature with // -// Idempotency tokens. You can add a token that uniquely identifies game session -// requests. This is useful for ensuring that game session requests are idempotent. -// Multiple requests with the same idempotency token are processed only once; -// subsequent requests return the original result. All response values are the -// same with the exception of game session status, which may change. +// with StartGameSessionPlacement, which uses FleetIQ algorithms and queues +// to optimize the placement process. // -// Resource creation limits. If you are creating a game session on a fleet with -// a resource creation limit policy in force, then you must specify a creator -// ID. Without this ID, Amazon GameLift has no way to evaluate the policy for -// this new game session request. +// When creating a game session, you specify exactly where you want to place +// it and provide a set of game session configuration settings. The fleet must +// be in ACTIVE status before a game session can be created in it. // -// Player acceptance policy. By default, newly created game sessions are open -// to new players. You can restrict new player access by using UpdateGameSession -// to change the game session's player session creation policy. +// This operation can be used in the following ways: // -// Game session logs. Logs are retained for all active game sessions for 14 -// days. To access the logs, call GetGameSessionLogUrl to download the log files. +// * To create a game session on an instance in a fleet's home Region, provide +// a fleet or alias ID along with your game session configuration. // -// Available in Amazon GameLift Local. +// * To create a game session on an instance in a fleet's remote location, +// provide a fleet or alias ID and a location name, along with your game +// session configuration. // -// * CreateGameSession +// If successful, a workflow is initiated to start a new game session. A GameSession +// object is returned containing the game session configuration and status. +// When the status is ACTIVE, game session connection information is provided +// and player sessions can be created for the game session. By default, newly +// created game sessions are open to new players. You can restrict new player +// access by using UpdateGameSession to change the game session's player session +// creation policy. // -// * DescribeGameSessions +// Game session logs are retained for all active game sessions for 14 days. +// To access the logs, call GetGameSessionLogUrl to download the log files. // -// * DescribeGameSessionDetails +// Available in GameLift Local. // -// * SearchGameSessions +// Learn more // -// * UpdateGameSession +// Start a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession) // -// * GetGameSessionLogUrl +// Related actions // -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions +// | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | +// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -1092,52 +1170,42 @@ func (c *GameLift) CreateGameSessionQueueRequest(input *CreateGameSessionQueueIn // CreateGameSessionQueue API operation for Amazon GameLift. // -// Establishes a new queue for processing requests to place new game sessions. -// A queue identifies where new game sessions can be hosted -- by specifying -// a list of destinations (fleets or aliases) -- and how long requests can wait -// in the queue before timing out. You can set up a queue to try to place game -// sessions on fleets in multiple Regions. To add placement requests to a queue, -// call StartGameSessionPlacement and reference the queue name. -// -// Destination order. When processing a request for a game session, Amazon GameLift -// tries each destination in order until it finds one with available resources -// to host the new game session. A queue's default order is determined by how -// destinations are listed. The default order is overridden when a game session -// placement request provides player latency information. Player latency information -// enables Amazon GameLift to prioritize destinations where players report the -// lowest average latency, as a result placing the new game session where the -// majority of players will have the best possible gameplay experience. -// -// Player latency policies. For placement requests containing player latency -// information, use player latency policies to protect individual players from -// very high latencies. With a latency cap, even when a destination can deliver -// a low latency for most players, the game is not placed where any individual -// player is reporting latency higher than a policy's maximum. A queue can have -// multiple latency policies, which are enforced consecutively starting with -// the policy with the lowest latency cap. Use multiple policies to gradually -// relax latency controls; for example, you might set a policy with a low latency -// cap for the first 60 seconds, a second policy with a higher cap for the next -// 60 seconds, etc. -// -// To create a new queue, provide a name, timeout value, a list of destinations -// and, if desired, a set of latency policies. If successful, a new queue object -// is returned. +// Creates a placement queue that processes requests for new game sessions. +// A queue uses FleetIQ algorithms to determine the best placement locations +// and find an available game server there, then prompts the game server process +// to start a new game session. // -// Learn more +// A game session queue is configured with a set of destinations (GameLift fleets +// or aliases), which determine the locations where the queue can place new +// game sessions. These destinations can span multiple fleet types (Spot and +// On-Demand), instance types, and AWS Regions. If the queue includes multi-location +// fleets, the queue is able to place game sessions in all of a fleet's remote +// locations. You can opt to filter out individual locations if needed. // -// Design a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html) +// The queue configuration also determines how FleetIQ selects the best available +// placement for a new game session. Before searching for an available game +// server, FleetIQ first prioritizes the queue's destinations and locations, +// with the best placement locations on top. You can set up the queue to use +// the FleetIQ default prioritization or provide an alternate set of priorities. // -// Create a Game Session Queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html) +// To create a new queue, provide a name, timeout value, and a list of destinations. +// Optionally, specify a sort configuration and/or a filter, and define a set +// of latency cap policies. // -// Related operations +// If successful, a new GameSessionQueue object is returned with an assigned +// queue ARN. New game session requests, which are submitted to queue with StartGameSessionPlacement +// or StartMatchmaking, reference a queue's name or ARN. +// +// Learn more // -// * CreateGameSessionQueue +// Design a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-design.html) // -// * DescribeGameSessionQueues +// Create a game session queue (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-creating.html) // -// * UpdateGameSessionQueue +// Related actions // -// * DeleteGameSessionQueue +// CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue +// | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -1258,29 +1326,16 @@ func (c *GameLift) CreateMatchmakingConfigurationRequest(input *CreateMatchmakin // // Learn more // -// FlexMatch Developer Guide (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) +// Design a FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) // -// Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) +// Set up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) // -// Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) +// Related actions // -// Related operations -// -// * CreateMatchmakingConfiguration -// -// * DescribeMatchmakingConfigurations -// -// * UpdateMatchmakingConfiguration -// -// * DeleteMatchmakingConfiguration -// -// * CreateMatchmakingRuleSet -// -// * DescribeMatchmakingRuleSets -// -// * ValidateMatchmakingRuleSet -// -// * DeleteMatchmakingRuleSet +// CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration +// | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets +// | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -1396,29 +1451,18 @@ func (c *GameLift) CreateMatchmakingRuleSetRequest(input *CreateMatchmakingRuleS // // Learn more // -// * Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) +// * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) // -// * Design a Matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) +// * Design a matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) // // * Matchmaking with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-intro.html) // -// Related operations +// Related actions // -// * CreateMatchmakingConfiguration -// -// * DescribeMatchmakingConfigurations -// -// * UpdateMatchmakingConfiguration -// -// * DeleteMatchmakingConfiguration -// -// * CreateMatchmakingRuleSet -// -// * DescribeMatchmakingRuleSets -// -// * ValidateMatchmakingRuleSet -// -// * DeleteMatchmakingRuleSet +// CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration +// | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets +// | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -1511,29 +1555,26 @@ func (c *GameLift) CreatePlayerSessionRequest(input *CreatePlayerSessionInput) ( // CreatePlayerSession API operation for Amazon GameLift. // -// Reserves an open player slot in an active game session. Before a player can -// be added, a game session must have an ACTIVE status, have a creation policy -// of ALLOW_ALL, and have an open player slot. To add a group of players to -// a game session, use CreatePlayerSessions. When the player connects to the -// game server and references a player session ID, the game server contacts -// the Amazon GameLift service to validate the player reservation and accept -// the player. +// Reserves an open player slot in a game session for a player. New player sessions +// can be created in any game session with an open slot that is in ACTIVE status +// and has a player creation policy of ACCEPT_ALL. You can add a group of players +// to a game session with CreatePlayerSessions. // // To create a player session, specify a game session ID, player ID, and optionally -// a string of player data. If successful, a slot is reserved in the game session -// for the player and a new PlayerSession object is returned. Player sessions -// cannot be updated. -// -// Available in Amazon GameLift Local. +// a set of player data. // -// * CreatePlayerSession +// If successful, a slot is reserved in the game session for the player and +// a new PlayerSession object is returned with a player session ID. The player +// references the player session ID when sending a connection request to the +// game session, and the game server can use it to validate the player reservation +// with the GameLift service. Player sessions cannot be updated. // -// * CreatePlayerSessions +// Available in Amazon GameLift Local. // -// * DescribePlayerSessions +// Related actions // -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement +// | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -1641,29 +1682,26 @@ func (c *GameLift) CreatePlayerSessionsRequest(input *CreatePlayerSessionsInput) // CreatePlayerSessions API operation for Amazon GameLift. // -// Reserves open slots in a game session for a group of players. Before players -// can be added, a game session must have an ACTIVE status, have a creation -// policy of ALLOW_ALL, and have an open player slot. To add a single player -// to a game session, use CreatePlayerSession. When a player connects to the -// game server and references a player session ID, the game server contacts -// the Amazon GameLift service to validate the player reservation and accept -// the player. +// Reserves open slots in a game session for a group of players. New player +// sessions can be created in any game session with an open slot that is in +// ACTIVE status and has a player creation policy of ACCEPT_ALL. To add a single +// player to a game session, use CreatePlayerSession. // -// To create player sessions, specify a game session ID, a list of player IDs, -// and optionally a set of player data strings. If successful, a slot is reserved -// in the game session for each player and a set of new PlayerSession objects -// is returned. Player sessions cannot be updated. -// -// Available in Amazon GameLift Local. +// To create player sessions, specify a game session ID and a list of player +// IDs. Optionally, provide a set of player data for each player ID. // -// * CreatePlayerSession +// If successful, a slot is reserved in the game session for each player, and +// new PlayerSession objects are returned with player session IDs. Each player +// references their player session ID when sending a connection request to the +// game session, and the game server can use it to validate the player reservation +// with the GameLift service. Player sessions cannot be updated. // -// * CreatePlayerSessions +// Available in Amazon GameLift Local. // -// * DescribePlayerSessions +// Related actions // -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement +// | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -1800,17 +1838,10 @@ func (c *GameLift) CreateScriptRequest(input *CreateScriptInput) (req *request.R // // Set Up a Role for Amazon GameLift Access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html) // -// Related operations -// -// * CreateScript -// -// * ListScripts -// -// * DescribeScript +// Related actions // -// * UpdateScript -// -// * DeleteScript +// CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -1937,17 +1968,11 @@ func (c *GameLift) CreateVpcPeeringAuthorizationRequest(input *CreateVpcPeeringA // to DeleteVpcPeeringAuthorization. You must create or delete the peering connection // while the authorization is valid. // -// * CreateVpcPeeringAuthorization -// -// * DescribeVpcPeeringAuthorizations -// -// * DeleteVpcPeeringAuthorization -// -// * CreateVpcPeeringConnection +// Related actions // -// * DescribeVpcPeeringConnections -// -// * DeleteVpcPeeringConnection +// CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization +// | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -2064,17 +2089,11 @@ func (c *GameLift) CreateVpcPeeringConnectionRequest(input *CreateVpcPeeringConn // to track the request's status using DescribeVpcPeeringConnections, or by // monitoring fleet events for success or failure using DescribeFleetEvents. // -// * CreateVpcPeeringAuthorization -// -// * DescribeVpcPeeringAuthorizations -// -// * DeleteVpcPeeringAuthorization -// -// * CreateVpcPeeringConnection +// Related actions // -// * DescribeVpcPeeringConnections -// -// * DeleteVpcPeeringConnection +// CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization +// | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -2171,17 +2190,10 @@ func (c *GameLift) DeleteAliasRequest(input *DeleteAliasInput) (req *request.Req // attempting to access a server process using the deleted alias receive an // error. To delete an alias, specify the alias ID to be deleted. // -// * CreateAlias -// -// * ListAliases -// -// * DescribeAlias -// -// * UpdateAlias +// Related actions // -// * DeleteAlias -// -// * ResolveAlias +// CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -2290,17 +2302,10 @@ func (c *GameLift) DeleteBuildRequest(input *DeleteBuildInput) (req *request.Req // // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // -// Related operations -// -// * CreateBuild -// -// * ListBuilds -// -// * DescribeBuild +// Related actions // -// * UpdateBuild -// -// * DeleteBuild +// CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All +// APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -2398,34 +2403,29 @@ func (c *GameLift) DeleteFleetRequest(input *DeleteFleetInput) (req *request.Req // DeleteFleet API operation for Amazon GameLift. // -// Deletes everything related to a fleet. Before deleting a fleet, you must -// set the fleet's desired capacity to zero. See UpdateFleetCapacity. +// Deletes all resources and information related a fleet. Any current fleet +// instances, including those in remote locations, are shut down. You don't +// need to call DeleteFleetLocations separately. // // If the fleet being deleted has a VPC peering connection, you first need to // get a valid authorization (good for 24 hours) by calling CreateVpcPeeringAuthorization. // You do not need to explicitly delete the VPC peering connection--this is // done as part of the delete fleet process. // -// This operation removes the fleet and its resources. Once a fleet is deleted, -// you can no longer use any of the resource in that fleet. +// To delete a fleet, specify the fleet ID to be terminated. During the deletion +// process the fleet status is changed to DELETING. When completed, the status +// switches to TERMINATED and the fleet event FLEET_DELETED is sent. // // Learn more // // Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// Related operations -// -// * CreateFleet -// -// * ListFleets -// -// * DeleteFleet +// Related actions // -// * DescribeFleetAttributes -// -// * UpdateFleetAttributes -// -// * StartFleetActions or StopFleetActions +// CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings +// | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy +// | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by +// task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -2483,172 +2483,272 @@ func (c *GameLift) DeleteFleetWithContext(ctx aws.Context, input *DeleteFleetInp return out, req.Send() } -const opDeleteGameServerGroup = "DeleteGameServerGroup" +const opDeleteFleetLocations = "DeleteFleetLocations" -// DeleteGameServerGroupRequest generates a "aws/request.Request" representing the -// client's request for the DeleteGameServerGroup operation. The "output" return +// DeleteFleetLocationsRequest generates a "aws/request.Request" representing the +// client's request for the DeleteFleetLocations operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DeleteGameServerGroup for more information on using the DeleteGameServerGroup +// See DeleteFleetLocations for more information on using the DeleteFleetLocations // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DeleteGameServerGroupRequest method. -// req, resp := client.DeleteGameServerGroupRequest(params) +// // Example sending a request using the DeleteFleetLocationsRequest method. +// req, resp := client.DeleteFleetLocationsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup -func (c *GameLift) DeleteGameServerGroupRequest(input *DeleteGameServerGroupInput) (req *request.Request, output *DeleteGameServerGroupOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocations +func (c *GameLift) DeleteFleetLocationsRequest(input *DeleteFleetLocationsInput) (req *request.Request, output *DeleteFleetLocationsOutput) { op := &request.Operation{ - Name: opDeleteGameServerGroup, + Name: opDeleteFleetLocations, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &DeleteGameServerGroupInput{} + input = &DeleteFleetLocationsInput{} } - output = &DeleteGameServerGroupOutput{} + output = &DeleteFleetLocationsOutput{} req = c.newRequest(op, input, output) return } -// DeleteGameServerGroup API operation for Amazon GameLift. -// -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. -// -// Terminates a game server group and permanently deletes the game server group -// record. You have several options for how these resources are impacted when -// deleting the game server group. Depending on the type of delete operation -// selected, this operation might affect these resources: +// DeleteFleetLocations API operation for Amazon GameLift. // -// * The game server group -// -// * The corresponding Auto Scaling group -// -// * All game servers that are currently running in the group -// -// To delete a game server group, identify the game server group to delete and -// specify the type of delete operation to initiate. Game server groups can -// only be deleted if they are in ACTIVE or ERROR status. +// Removes locations from a multi-location fleet. When deleting a location, +// all game server process and all instances that are still active in the location +// are shut down. // -// If the delete request is successful, a series of operations are kicked off. -// The game server group status is changed to DELETE_SCHEDULED, which prevents -// new game servers from being registered and stops automatic scaling activity. -// Once all game servers in the game server group are deregistered, GameLift -// FleetIQ can begin deleting resources. If any of the delete operations fail, -// the game server group is placed in ERROR status. +// To delete fleet locations, identify the fleet ID and provide a list of the +// locations to be deleted. // -// GameLift FleetIQ emits delete events to Amazon CloudWatch. +// If successful, GameLift sets the location status to DELETING, and begins +// to shut down existing server processes and terminate instances in each location +// being deleted. When completed, the location status changes to TERMINATED. // // Learn more // -// GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) -// -// Related operations -// -// * CreateGameServerGroup -// -// * ListGameServerGroups -// -// * DescribeGameServerGroup -// -// * UpdateGameServerGroup -// -// * DeleteGameServerGroup -// -// * ResumeGameServerGroup +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * SuspendGameServerGroup +// Related actions // -// * DescribeGameServerInstances +// CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity +// | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DeleteGameServerGroup for usage and error information. +// API operation DeleteFleetLocations for usage and error information. // // Returned Error Types: +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // -// * NotFoundException -// A service resource associated with the request could not be found. Clients -// should not retry such requests. -// // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // -// * InternalServiceException -// The service encountered an unrecoverable internal failure while processing -// the request. Clients can retry such requests immediately or after a waiting -// period. +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup -func (c *GameLift) DeleteGameServerGroup(input *DeleteGameServerGroupInput) (*DeleteGameServerGroupOutput, error) { - req, out := c.DeleteGameServerGroupRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteFleetLocations +func (c *GameLift) DeleteFleetLocations(input *DeleteFleetLocationsInput) (*DeleteFleetLocationsOutput, error) { + req, out := c.DeleteFleetLocationsRequest(input) return out, req.Send() } -// DeleteGameServerGroupWithContext is the same as DeleteGameServerGroup with the addition of +// DeleteFleetLocationsWithContext is the same as DeleteFleetLocations with the addition of // the ability to pass a context and additional request options. // -// See DeleteGameServerGroup for details on how to use this API operation. +// See DeleteFleetLocations for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DeleteGameServerGroupWithContext(ctx aws.Context, input *DeleteGameServerGroupInput, opts ...request.Option) (*DeleteGameServerGroupOutput, error) { - req, out := c.DeleteGameServerGroupRequest(input) +func (c *GameLift) DeleteFleetLocationsWithContext(ctx aws.Context, input *DeleteFleetLocationsInput, opts ...request.Option) (*DeleteFleetLocationsOutput, error) { + req, out := c.DeleteFleetLocationsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -const opDeleteGameSessionQueue = "DeleteGameSessionQueue" +const opDeleteGameServerGroup = "DeleteGameServerGroup" -// DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the -// client's request for the DeleteGameSessionQueue operation. The "output" return +// DeleteGameServerGroupRequest generates a "aws/request.Request" representing the +// client's request for the DeleteGameServerGroup operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue +// See DeleteGameServerGroup for more information on using the DeleteGameServerGroup // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DeleteGameSessionQueueRequest method. -// req, resp := client.DeleteGameSessionQueueRequest(params) +// // Example sending a request using the DeleteGameServerGroupRequest method. +// req, resp := client.DeleteGameServerGroupRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue -func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup +func (c *GameLift) DeleteGameServerGroupRequest(input *DeleteGameServerGroupInput) (req *request.Request, output *DeleteGameServerGroupOutput) { + op := &request.Operation{ + Name: opDeleteGameServerGroup, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &DeleteGameServerGroupInput{} + } + + output = &DeleteGameServerGroupOutput{} + req = c.newRequest(op, input, output) + return +} + +// DeleteGameServerGroup API operation for Amazon GameLift. +// +// This operation is used with the GameLift FleetIQ solution and game server +// groups. +// +// Terminates a game server group and permanently deletes the game server group +// record. You have several options for how these resources are impacted when +// deleting the game server group. Depending on the type of delete operation +// selected, this operation might affect these resources: +// +// * The game server group +// +// * The corresponding Auto Scaling group +// +// * All game servers that are currently running in the group +// +// To delete a game server group, identify the game server group to delete and +// specify the type of delete operation to initiate. Game server groups can +// only be deleted if they are in ACTIVE or ERROR status. +// +// If the delete request is successful, a series of operations are kicked off. +// The game server group status is changed to DELETE_SCHEDULED, which prevents +// new game servers from being registered and stops automatic scaling activity. +// Once all game servers in the game server group are deregistered, GameLift +// FleetIQ can begin deleting resources. If any of the delete operations fail, +// the game server group is placed in ERROR status. +// +// GameLift FleetIQ emits delete events to Amazon CloudWatch. +// +// Learn more +// +// GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) +// +// Related actions +// +// CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | +// UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup +// | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation DeleteGameServerGroup for usage and error information. +// +// Returned Error Types: +// * InvalidRequestException +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * UnauthorizedException +// The client failed authentication. Clients should not retry such requests. +// +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameServerGroup +func (c *GameLift) DeleteGameServerGroup(input *DeleteGameServerGroupInput) (*DeleteGameServerGroupOutput, error) { + req, out := c.DeleteGameServerGroupRequest(input) + return out, req.Send() +} + +// DeleteGameServerGroupWithContext is the same as DeleteGameServerGroup with the addition of +// the ability to pass a context and additional request options. +// +// See DeleteGameServerGroup for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DeleteGameServerGroupWithContext(ctx aws.Context, input *DeleteGameServerGroupInput, opts ...request.Option) (*DeleteGameServerGroupOutput, error) { + req, out := c.DeleteGameServerGroupRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opDeleteGameSessionQueue = "DeleteGameSessionQueue" + +// DeleteGameSessionQueueRequest generates a "aws/request.Request" representing the +// client's request for the DeleteGameSessionQueue operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See DeleteGameSessionQueue for more information on using the DeleteGameSessionQueue +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the DeleteGameSessionQueueRequest method. +// req, resp := client.DeleteGameSessionQueueRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DeleteGameSessionQueue +func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueInput) (req *request.Request, output *DeleteGameSessionQueueOutput) { op := &request.Operation{ Name: opDeleteGameSessionQueue, HTTPMethod: "POST", @@ -2675,15 +2775,10 @@ func (c *GameLift) DeleteGameSessionQueueRequest(input *DeleteGameSessionQueueIn // // Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) // -// Related operations -// -// * CreateGameSessionQueue -// -// * DescribeGameSessionQueues -// -// * UpdateGameSessionQueue +// Related actions // -// * DeleteGameSessionQueue +// CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue +// | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -2785,23 +2880,12 @@ func (c *GameLift) DeleteMatchmakingConfigurationRequest(input *DeleteMatchmakin // the configuration name. A matchmaking configuration cannot be deleted if // it is being used in any active matchmaking tickets. // -// Related operations -// -// * CreateMatchmakingConfiguration -// -// * DescribeMatchmakingConfigurations -// -// * UpdateMatchmakingConfiguration -// -// * DeleteMatchmakingConfiguration +// Related actions // -// * CreateMatchmakingRuleSet -// -// * DescribeMatchmakingRuleSets -// -// * ValidateMatchmakingRuleSet -// -// * DeleteMatchmakingRuleSet +// CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration +// | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets +// | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -2905,25 +2989,14 @@ func (c *GameLift) DeleteMatchmakingRuleSetRequest(input *DeleteMatchmakingRuleS // // Learn more // -// * Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) -// -// Related operations -// -// * CreateMatchmakingConfiguration -// -// * DescribeMatchmakingConfigurations -// -// * UpdateMatchmakingConfiguration -// -// * DeleteMatchmakingConfiguration +// * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) // -// * CreateMatchmakingRuleSet +// Related actions // -// * DescribeMatchmakingRuleSets -// -// * ValidateMatchmakingRuleSet -// -// * DeleteMatchmakingRuleSet +// CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration +// | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets +// | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -3028,16 +3101,11 @@ func (c *GameLift) DeleteScalingPolicyRequest(input *DeleteScalingPolicyInput) ( // To temporarily suspend scaling policies, call StopFleetActions. This operation // suspends all policies for the fleet. // -// * DescribeFleetCapacity -// -// * UpdateFleetCapacity -// -// * DescribeEC2InstanceLimits +// Related actions // -// * Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies -// (auto-scaling) DeleteScalingPolicy (auto-scaling) -// -// * Manage fleet actions: StartFleetActions StopFleetActions +// DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | +// PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions +// | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -3144,17 +3212,10 @@ func (c *GameLift) DeleteScriptRequest(input *DeleteScriptInput) (req *request.R // // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) // -// Related operations -// -// * CreateScript -// -// * ListScripts -// -// * DescribeScript +// Related actions // -// * UpdateScript -// -// * DeleteScript +// CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -3255,17 +3316,11 @@ func (c *GameLift) DeleteVpcPeeringAuthorizationRequest(input *DeleteVpcPeeringA // Cancels a pending VPC peering authorization for the specified VPC. If you // need to delete an existing VPC peering connection, call DeleteVpcPeeringConnection. // -// * CreateVpcPeeringAuthorization -// -// * DescribeVpcPeeringAuthorizations -// -// * DeleteVpcPeeringAuthorization -// -// * CreateVpcPeeringConnection +// Related actions // -// * DescribeVpcPeeringConnections -// -// * DeleteVpcPeeringConnection +// CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization +// | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -3368,17 +3423,11 @@ func (c *GameLift) DeleteVpcPeeringConnectionRequest(input *DeleteVpcPeeringConn // to delete by the connection ID and fleet ID. If successful, the connection // is removed. // -// * CreateVpcPeeringAuthorization -// -// * DescribeVpcPeeringAuthorizations -// -// * DeleteVpcPeeringAuthorization -// -// * CreateVpcPeeringConnection +// Related actions // -// * DescribeVpcPeeringConnections -// -// * DeleteVpcPeeringConnection +// CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization +// | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -3471,8 +3520,8 @@ func (c *GameLift) DeregisterGameServerRequest(input *DeregisterGameServerInput) // DeregisterGameServer API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // // Removes the game server from a game server group. As a result of this operation, // the deregistered game server can no longer be claimed and will not be returned @@ -3486,19 +3535,10 @@ func (c *GameLift) DeregisterGameServerRequest(input *DeregisterGameServerInput) // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// Related operations -// -// * RegisterGameServer -// -// * ListGameServers -// -// * ClaimGameServer +// Related actions // -// * DescribeGameServer -// -// * UpdateGameServer -// -// * DeregisterGameServer +// RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer +// | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -3596,17 +3636,10 @@ func (c *GameLift) DescribeAliasRequest(input *DescribeAliasInput) (req *request // To get alias properties, specify the alias ID. If successful, the requested // alias record is returned. // -// * CreateAlias -// -// * ListAliases -// -// * DescribeAlias +// Related actions // -// * UpdateAlias -// -// * DeleteAlias -// -// * ResolveAlias +// CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -3706,17 +3739,10 @@ func (c *GameLift) DescribeBuildRequest(input *DescribeBuildInput) (req *request // // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // -// Related operations -// -// * CreateBuild -// -// * ListBuilds +// Related actions // -// * DescribeBuild -// -// * UpdateBuild -// -// * DeleteBuild +// CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All +// APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -3808,33 +3834,60 @@ func (c *GameLift) DescribeEC2InstanceLimitsRequest(input *DescribeEC2InstanceLi // DescribeEC2InstanceLimits API operation for Amazon GameLift. // -// Retrieves the following information for the specified EC2 instance type: -// -// * Maximum number of instances allowed per AWS account (service limit). -// -// * Current usage for the AWS account. -// -// To learn more about the capabilities of each instance type, see Amazon EC2 -// Instance Types (http://aws.amazon.com/ec2/instance-types/). Note that the -// instance types offered may vary depending on the region. +// The GameLift service limits and current utilization for an AWS Region or +// location. Instance limits control the number of instances, per instance type, +// per location, that your AWS account can use. Learn more at Amazon EC2 Instance +// Types (http://aws.amazon.com/ec2/instance-types/). The information returned +// includes the maximum number of instances allowed and your account's current +// usage across all fleets. This information can affect your ability to scale +// your GameLift fleets. You can request a limit increase for your account by +// using the Service limits page in the GameLift console. +// +// Instance limits differ based on whether the instances are deployed in a fleet's +// home Region or in a remote location. For remote locations, limits also differ +// based on the combination of home Region and remote location. All requests +// must specify an AWS Region (either explicitly or as your default settings). +// To get the limit for a remote location, you must also specify the location. +// For example, the following requests all return different results: +// +// * Request specifies the Region ap-northeast-1 with no location. The result +// is limits and usage data on all instance types that are deployed in us-east-2, +// by all of the fleets that reside in ap-northeast-1. +// +// * Request specifies the Region us-east-1 with location ca-central-1. The +// result is limits and usage data on all instance types that are deployed +// in ca-central-1, by all of the fleets that reside in us-east-2. These +// limits do not affect fleets in any other Regions that deploy instances +// to ca-central-1. +// +// * Request specifies the Region eu-west-1 with location ca-central-1. The +// result is limits and usage data on all instance types that are deployed +// in ca-central-1, by all of the fleets that reside in eu-west-1. +// +// This operation can be used in the following ways: +// +// * To get limit and usage data for all instance types that are deployed +// in an AWS Region by fleets that reside in the same Region: Specify the +// Region only. Optionally, specify a single instance type to retrieve information +// for. +// +// * To get limit and usage data for all instance types that are deployed +// to a remote location by fleets that reside in different AWS Region: Provide +// both the AWS Region and the remote location. Optionally, specify a single +// instance type to retrieve information for. +// +// If successful, an EC2InstanceLimits object is returned with limits and usage +// data for each requested instance type. // // Learn more // -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) -// -// Related operations -// -// * CreateFleet +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * ListFleets +// Related actions // -// * DeleteFleet -// -// * DescribeFleetAttributes -// -// * UpdateFleetAttributes -// -// * StartFleetActions or StopFleetActions +// CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits +// | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes +// | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -3928,39 +3981,36 @@ func (c *GameLift) DescribeFleetAttributesRequest(input *DescribeFleetAttributes // DescribeFleetAttributes API operation for Amazon GameLift. // -// Retrieves core properties, including configuration, status, and metadata, -// for a fleet. -// -// To get attributes for one or more fleets, provide a list of fleet IDs or -// fleet ARNs. To get attributes for all fleets, do not specify a fleet identifier. -// When requesting attributes for multiple fleets, use the pagination parameters -// to retrieve results as a set of sequential pages. If successful, a FleetAttributes -// object is returned for each fleet requested, unless the fleet identifier -// is not found. +// Retrieves core fleet-wide properties, including the computing hardware and +// deployment configuration for all instances in the fleet. // -// Some API operations may limit the number of fleet IDs allowed in one request. -// If a request exceeds this limit, the request fails and the error message -// includes the maximum allowed number. +// This operation can be used in the following ways: // -// Learn more +// * To get attributes for one or more specific fleets, provide a list of +// fleet IDs or fleet ARNs. // -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// * To get attributes for all fleets, do not provide a fleet identifier. // -// Related operations +// When requesting attributes for multiple fleets, use the pagination parameters +// to retrieve results as a set of sequential pages. // -// * CreateFleet +// If successful, a FleetAttributes object is returned for each fleet requested, +// unless the fleet identifier is not found. // -// * ListFleets +// Some API operations limit the number of fleet IDs that allowed in one request. +// If a request exceeds this limit, the request fails and the error message +// contains the maximum allowed number. // -// * DeleteFleet +// Learn more // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings +// | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -4110,43 +4160,43 @@ func (c *GameLift) DescribeFleetCapacityRequest(input *DescribeFleetCapacityInpu // DescribeFleetCapacity API operation for Amazon GameLift. // -// Retrieves the current capacity statistics for one or more fleets. These statistics -// present a snapshot of the fleet's instances and provide insight on current -// or imminent scaling activity. To get statistics on game hosting activity -// in the fleet, see DescribeFleetUtilization. +// Retrieves the resource capacity settings for one or more fleets. The data +// returned includes the current fleet capacity (number of EC2 instances), and +// settings that can control how capacity scaling. For fleets with remote locations, +// this operation retrieves data for the fleet's home Region only. See DescribeFleetLocationCapacity +// to get capacity settings for a fleet's remote locations. // -// You can request capacity for all fleets or specify a list of one or more -// fleet identifiers. When requesting multiple fleets, use the pagination parameters -// to retrieve results as a set of sequential pages. If successful, a FleetCapacity -// object is returned for each requested fleet ID. When a list of fleet IDs -// is provided, attribute objects are returned only for fleets that currently -// exist. +// This operation can be used in the following ways: // -// Some API operations may limit the number of fleet IDs allowed in one request. -// If a request exceeds this limit, the request fails and the error message -// includes the maximum allowed. -// -// Learn more +// * To get capacity data for one or more specific fleets, provide a list +// of fleet IDs or fleet ARNs. // -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// * To get capacity data for all fleets, do not provide a fleet identifier. // -// GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) +// When requesting multiple fleets, use the pagination parameters to retrieve +// results as a set of sequential pages. // -// Related operations +// If successful, a FleetCapacity object is returned for each requested fleet +// ID. Each FleetCapacity object includes a Location property, which is set +// to the fleet's home Region. When a list of fleet IDs is provided, attribute +// objects are returned only for fleets that currently exist. // -// * CreateFleet +// Some API operations may limit the number of fleet IDs that are allowed in +// one request. If a request exceeds this limit, the request fails and the error +// message includes the maximum allowed. // -// * ListFleets +// Learn more // -// * DeleteFleet +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings +// | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -4296,30 +4346,27 @@ func (c *GameLift) DescribeFleetEventsRequest(input *DescribeFleetEventsInput) ( // DescribeFleetEvents API operation for Amazon GameLift. // -// Retrieves entries from the specified fleet's event log. You can specify a -// time range to limit the result set. Use the pagination parameters to retrieve -// results as a set of sequential pages. If successful, a collection of event -// log entries matching the request are returned. +// Retrieves entries from a fleet's event log. Fleet events are initiated by +// changes in status, such as during fleet creation and termination, changes +// in capacity, etc. If a fleet has multiple locations, events are also initiated +// by changes to status and capacity in remote locations. // -// Learn more -// -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) -// -// Related operations +// You can specify a time range to limit the result set. Use the pagination +// parameters to retrieve results as a set of sequential pages. // -// * CreateFleet -// -// * ListFleets +// If successful, a collection of event log entries matching the request are +// returned. // -// * DeleteFleet +// Learn more // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings +// | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -4419,86 +4466,92 @@ func (c *GameLift) DescribeFleetEventsPagesWithContext(ctx aws.Context, input *D return p.Err() } -const opDescribeFleetPortSettings = "DescribeFleetPortSettings" +const opDescribeFleetLocationAttributes = "DescribeFleetLocationAttributes" -// DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the -// client's request for the DescribeFleetPortSettings operation. The "output" return +// DescribeFleetLocationAttributesRequest generates a "aws/request.Request" representing the +// client's request for the DescribeFleetLocationAttributes operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeFleetPortSettings for more information on using the DescribeFleetPortSettings +// See DescribeFleetLocationAttributes for more information on using the DescribeFleetLocationAttributes // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeFleetPortSettingsRequest method. -// req, resp := client.DescribeFleetPortSettingsRequest(params) +// // Example sending a request using the DescribeFleetLocationAttributesRequest method. +// req, resp := client.DescribeFleetLocationAttributesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings -func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributes +func (c *GameLift) DescribeFleetLocationAttributesRequest(input *DescribeFleetLocationAttributesInput) (req *request.Request, output *DescribeFleetLocationAttributesOutput) { op := &request.Operation{ - Name: opDescribeFleetPortSettings, + Name: opDescribeFleetLocationAttributes, HTTPMethod: "POST", HTTPPath: "/", + Paginator: &request.Paginator{ + InputTokens: []string{"NextToken"}, + OutputTokens: []string{"NextToken"}, + LimitToken: "Limit", + TruncationToken: "", + }, } if input == nil { - input = &DescribeFleetPortSettingsInput{} + input = &DescribeFleetLocationAttributesInput{} } - output = &DescribeFleetPortSettingsOutput{} + output = &DescribeFleetLocationAttributesOutput{} req = c.newRequest(op, input, output) return } -// DescribeFleetPortSettings API operation for Amazon GameLift. -// -// Retrieves a fleet's inbound connection permissions. Connection permissions -// specify the range of IP addresses and port settings that incoming traffic -// can use to access server processes in the fleet. Game sessions that are running -// on instances in the fleet use connections that fall in this range. +// DescribeFleetLocationAttributes API operation for Amazon GameLift. // -// To get a fleet's inbound connection permissions, specify the fleet's unique -// identifier. If successful, a collection of IpPermission objects is returned -// for the requested fleet ID. If the requested fleet has been deleted, the -// result set is empty. +// Retrieves information on a fleet's remote locations, including life-cycle +// status and any suspended fleet activity. // -// Learn more +// This operation can be used in the following ways: // -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// * To get data for specific locations, provide a fleet identifier and a +// list of locations. Location data is returned in the order that it is requested. // -// Related operations +// * To get data for all locations, provide a fleet identifier only. Location +// data is returned in no particular order. // -// * CreateFleet +// When requesting attributes for multiple locations, use the pagination parameters +// to retrieve results as a set of sequential pages. // -// * ListFleets +// If successful, a LocationAttributes object is returned for each requested +// location. If the fleet does not have a requested location, no information +// is returned. This operation does not return the home Region. To get information +// on a fleet's home Region, call DescribeFleetAttributes. // -// * DeleteFleet +// Learn more // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity +// | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeFleetPortSettings for usage and error information. +// API operation DescribeFleetLocationAttributes for usage and error information. // // Returned Error Types: // * InternalServiceException @@ -4506,10 +4559,6 @@ func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSett // the request. Clients can retry such requests immediately or after a waiting // period. // -// * NotFoundException -// A service resource associated with the request could not be found. Clients -// should not retry such requests. -// // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. @@ -4517,197 +4566,69 @@ func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSett // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings -func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error) { - req, out := c.DescribeFleetPortSettingsRequest(input) +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationAttributes +func (c *GameLift) DescribeFleetLocationAttributes(input *DescribeFleetLocationAttributesInput) (*DescribeFleetLocationAttributesOutput, error) { + req, out := c.DescribeFleetLocationAttributesRequest(input) return out, req.Send() } -// DescribeFleetPortSettingsWithContext is the same as DescribeFleetPortSettings with the addition of +// DescribeFleetLocationAttributesWithContext is the same as DescribeFleetLocationAttributes with the addition of // the ability to pass a context and additional request options. // -// See DescribeFleetPortSettings for details on how to use this API operation. +// See DescribeFleetLocationAttributes for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error) { - req, out := c.DescribeFleetPortSettingsRequest(input) +func (c *GameLift) DescribeFleetLocationAttributesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, opts ...request.Option) (*DescribeFleetLocationAttributesOutput, error) { + req, out := c.DescribeFleetLocationAttributesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -const opDescribeFleetUtilization = "DescribeFleetUtilization" - -// DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the -// client's request for the DescribeFleetUtilization operation. The "output" return -// value will be populated with the request's response once the request completes -// successfully. -// -// Use "Send" method on the returned Request to send the API call to the service. -// the "output" return value is not valid until after Send returns without error. +// DescribeFleetLocationAttributesPages iterates over the pages of a DescribeFleetLocationAttributes operation, +// calling the "fn" function with the response data for each page. To stop +// iterating, return false from the fn function. // -// See DescribeFleetUtilization for more information on using the DescribeFleetUtilization -// API call, and error handling. +// See DescribeFleetLocationAttributes method for more information on how to use this operation. // -// This method is useful when you want to inject custom logic or configuration -// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// Note: This operation can generate multiple requests to a service. // -// -// // Example sending a request using the DescribeFleetUtilizationRequest method. -// req, resp := client.DescribeFleetUtilizationRequest(params) -// -// err := req.Send() -// if err == nil { // resp is now filled -// fmt.Println(resp) -// } -// -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization -func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput) { - op := &request.Operation{ - Name: opDescribeFleetUtilization, - HTTPMethod: "POST", - HTTPPath: "/", - Paginator: &request.Paginator{ - InputTokens: []string{"NextToken"}, - OutputTokens: []string{"NextToken"}, - LimitToken: "Limit", - TruncationToken: "", - }, - } - - if input == nil { - input = &DescribeFleetUtilizationInput{} - } - - output = &DescribeFleetUtilizationOutput{} - req = c.newRequest(op, input, output) - return -} - -// DescribeFleetUtilization API operation for Amazon GameLift. -// -// Retrieves utilization statistics for one or more fleets. These statistics -// provide insight into how available hosting resources are currently being -// used. To get statistics on available hosting resources, see DescribeFleetCapacity. -// -// You can request utilization data for all fleets, or specify a list of one -// or more fleet IDs. When requesting multiple fleets, use the pagination parameters -// to retrieve results as a set of sequential pages. If successful, a FleetUtilization -// object is returned for each requested fleet ID, unless the fleet identifier -// is not found. -// -// Some API operations may limit the number of fleet IDs allowed in one request. -// If a request exceeds this limit, the request fails and the error message -// includes the maximum allowed. -// -// Learn more -// -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) -// -// GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) -// -// Related operations -// -// * CreateFleet -// -// * ListFleets -// -// * DeleteFleet -// -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents -// -// * UpdateFleetAttributes -// -// * StartFleetActions or StopFleetActions -// -// Returns awserr.Error for service API and SDK errors. Use runtime type assertions -// with awserr.Error's Code and Message methods to get detailed information about -// the error. -// -// See the AWS API reference guide for Amazon GameLift's -// API operation DescribeFleetUtilization for usage and error information. -// -// Returned Error Types: -// * InternalServiceException -// The service encountered an unrecoverable internal failure while processing -// the request. Clients can retry such requests immediately or after a waiting -// period. -// -// * NotFoundException -// A service resource associated with the request could not be found. Clients -// should not retry such requests. -// -// * InvalidRequestException -// One or more parameter values in the request are invalid. Correct the invalid -// parameter values before retrying. -// -// * UnauthorizedException -// The client failed authentication. Clients should not retry such requests. -// -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization -func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error) { - req, out := c.DescribeFleetUtilizationRequest(input) - return out, req.Send() -} - -// DescribeFleetUtilizationWithContext is the same as DescribeFleetUtilization with the addition of -// the ability to pass a context and additional request options. -// -// See DescribeFleetUtilization for details on how to use this API operation. -// -// The context must be non-nil and will be used for request cancellation. If -// the context is nil a panic will occur. In the future the SDK may create -// sub-contexts for http.Requests. See https://golang.org/pkg/context/ -// for more information on using Contexts. -func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error) { - req, out := c.DescribeFleetUtilizationRequest(input) - req.SetContext(ctx) - req.ApplyOptions(opts...) - return out, req.Send() -} - -// DescribeFleetUtilizationPages iterates over the pages of a DescribeFleetUtilization operation, -// calling the "fn" function with the response data for each page. To stop -// iterating, return false from the fn function. -// -// See DescribeFleetUtilization method for more information on how to use this operation. -// -// Note: This operation can generate multiple requests to a service. -// -// // Example iterating over at most 3 pages of a DescribeFleetUtilization operation. +// // Example iterating over at most 3 pages of a DescribeFleetLocationAttributes operation. // pageNum := 0 -// err := client.DescribeFleetUtilizationPages(params, -// func(page *gamelift.DescribeFleetUtilizationOutput, lastPage bool) bool { +// err := client.DescribeFleetLocationAttributesPages(params, +// func(page *gamelift.DescribeFleetLocationAttributesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // -func (c *GameLift) DescribeFleetUtilizationPages(input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool) error { - return c.DescribeFleetUtilizationPagesWithContext(aws.BackgroundContext(), input, fn) +func (c *GameLift) DescribeFleetLocationAttributesPages(input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool) error { + return c.DescribeFleetLocationAttributesPagesWithContext(aws.BackgroundContext(), input, fn) } -// DescribeFleetUtilizationPagesWithContext same as DescribeFleetUtilizationPages except +// DescribeFleetLocationAttributesPagesWithContext same as DescribeFleetLocationAttributesPages except // it takes a Context and allows setting request options on the pages. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeFleetUtilizationPagesWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool, opts ...request.Option) error { +func (c *GameLift) DescribeFleetLocationAttributesPagesWithContext(ctx aws.Context, input *DescribeFleetLocationAttributesInput, fn func(*DescribeFleetLocationAttributesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { - var inCpy *DescribeFleetUtilizationInput + var inCpy *DescribeFleetLocationAttributesInput if input != nil { tmp := *input inCpy = &tmp } - req, _ := c.DescribeFleetUtilizationRequest(inCpy) + req, _ := c.DescribeFleetLocationAttributesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil @@ -4715,7 +4636,7 @@ func (c *GameLift) DescribeFleetUtilizationPagesWithContext(ctx aws.Context, inp } for p.Next() { - if !fn(p.Page().(*DescribeFleetUtilizationOutput), !p.HasNextPage()) { + if !fn(p.Page().(*DescribeFleetLocationAttributesOutput), !p.HasNextPage()) { break } } @@ -4723,466 +4644,382 @@ func (c *GameLift) DescribeFleetUtilizationPagesWithContext(ctx aws.Context, inp return p.Err() } -const opDescribeGameServer = "DescribeGameServer" +const opDescribeFleetLocationCapacity = "DescribeFleetLocationCapacity" -// DescribeGameServerRequest generates a "aws/request.Request" representing the -// client's request for the DescribeGameServer operation. The "output" return +// DescribeFleetLocationCapacityRequest generates a "aws/request.Request" representing the +// client's request for the DescribeFleetLocationCapacity operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeGameServer for more information on using the DescribeGameServer +// See DescribeFleetLocationCapacity for more information on using the DescribeFleetLocationCapacity // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeGameServerRequest method. -// req, resp := client.DescribeGameServerRequest(params) +// // Example sending a request using the DescribeFleetLocationCapacityRequest method. +// req, resp := client.DescribeFleetLocationCapacityRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer -func (c *GameLift) DescribeGameServerRequest(input *DescribeGameServerInput) (req *request.Request, output *DescribeGameServerOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacity +func (c *GameLift) DescribeFleetLocationCapacityRequest(input *DescribeFleetLocationCapacityInput) (req *request.Request, output *DescribeFleetLocationCapacityOutput) { op := &request.Operation{ - Name: opDescribeGameServer, + Name: opDescribeFleetLocationCapacity, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &DescribeGameServerInput{} + input = &DescribeFleetLocationCapacityInput{} } - output = &DescribeGameServerOutput{} + output = &DescribeFleetLocationCapacityOutput{} req = c.newRequest(op, input, output) return } -// DescribeGameServer API operation for Amazon GameLift. +// DescribeFleetLocationCapacity API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// Retrieves the resource capacity settings for a fleet location. The data returned +// includes the current capacity (number of EC2 instances) and some scaling +// settings for the requested fleet location. Use this operation to retrieve +// capacity information for a fleet's remote location or home Region (you can +// also retrieve home Region capacity by calling DescribeFleetCapacity). // -// Retrieves information for a registered game server. Information includes -// game server status, health check info, and the instance that the game server -// is running on. +// To retrieve capacity data, identify a fleet and location. // -// To retrieve game server information, specify the game server ID. If successful, -// the requested game server object is returned. +// If successful, a FleetCapacity object is returned for the requested fleet +// location. // // Learn more // -// GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) -// -// Related operations +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * RegisterGameServer +// GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) // -// * ListGameServers +// Related actions // -// * ClaimGameServer -// -// * DescribeGameServer -// -// * UpdateGameServer -// -// * DeregisterGameServer +// CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity +// | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeGameServer for usage and error information. +// API operation DescribeFleetLocationCapacity for usage and error information. // // Returned Error Types: +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // -// * NotFoundException -// A service resource associated with the request could not be found. Clients -// should not retry such requests. -// // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // -// * InternalServiceException -// The service encountered an unrecoverable internal failure while processing -// the request. Clients can retry such requests immediately or after a waiting -// period. +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer -func (c *GameLift) DescribeGameServer(input *DescribeGameServerInput) (*DescribeGameServerOutput, error) { - req, out := c.DescribeGameServerRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationCapacity +func (c *GameLift) DescribeFleetLocationCapacity(input *DescribeFleetLocationCapacityInput) (*DescribeFleetLocationCapacityOutput, error) { + req, out := c.DescribeFleetLocationCapacityRequest(input) return out, req.Send() } -// DescribeGameServerWithContext is the same as DescribeGameServer with the addition of +// DescribeFleetLocationCapacityWithContext is the same as DescribeFleetLocationCapacity with the addition of // the ability to pass a context and additional request options. // -// See DescribeGameServer for details on how to use this API operation. +// See DescribeFleetLocationCapacity for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeGameServerWithContext(ctx aws.Context, input *DescribeGameServerInput, opts ...request.Option) (*DescribeGameServerOutput, error) { - req, out := c.DescribeGameServerRequest(input) +func (c *GameLift) DescribeFleetLocationCapacityWithContext(ctx aws.Context, input *DescribeFleetLocationCapacityInput, opts ...request.Option) (*DescribeFleetLocationCapacityOutput, error) { + req, out := c.DescribeFleetLocationCapacityRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -const opDescribeGameServerGroup = "DescribeGameServerGroup" +const opDescribeFleetLocationUtilization = "DescribeFleetLocationUtilization" -// DescribeGameServerGroupRequest generates a "aws/request.Request" representing the -// client's request for the DescribeGameServerGroup operation. The "output" return +// DescribeFleetLocationUtilizationRequest generates a "aws/request.Request" representing the +// client's request for the DescribeFleetLocationUtilization operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeGameServerGroup for more information on using the DescribeGameServerGroup +// See DescribeFleetLocationUtilization for more information on using the DescribeFleetLocationUtilization // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeGameServerGroupRequest method. -// req, resp := client.DescribeGameServerGroupRequest(params) +// // Example sending a request using the DescribeFleetLocationUtilizationRequest method. +// req, resp := client.DescribeFleetLocationUtilizationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup -func (c *GameLift) DescribeGameServerGroupRequest(input *DescribeGameServerGroupInput) (req *request.Request, output *DescribeGameServerGroupOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilization +func (c *GameLift) DescribeFleetLocationUtilizationRequest(input *DescribeFleetLocationUtilizationInput) (req *request.Request, output *DescribeFleetLocationUtilizationOutput) { op := &request.Operation{ - Name: opDescribeGameServerGroup, + Name: opDescribeFleetLocationUtilization, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &DescribeGameServerGroupInput{} + input = &DescribeFleetLocationUtilizationInput{} } - output = &DescribeGameServerGroupOutput{} + output = &DescribeFleetLocationUtilizationOutput{} req = c.newRequest(op, input, output) return } -// DescribeGameServerGroup API operation for Amazon GameLift. +// DescribeFleetLocationUtilization API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// Retrieves current usage data for a fleet location. Utilization data provides +// a snapshot of current game hosting activity at the requested location. Use +// this operation to retrieve utilization information for a fleet's remote location +// or home Region (you can also retrieve home Region utilization by calling +// DescribeFleetUtilization). // -// Retrieves information on a game server group. This operation returns only -// properties related to GameLift FleetIQ. To view or update properties for -// the corresponding Auto Scaling group, such as launch template, auto scaling -// policies, and maximum/minimum group size, access the Auto Scaling group directly. +// To retrieve utilization data, identify a fleet and location. // -// To get attributes for a game server group, provide a group name or ARN value. -// If successful, a GameServerGroup object is returned. +// If successful, a FleetUtilization object is returned for the requested fleet +// location. // // Learn more // -// GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) -// -// Related operations -// -// * CreateGameServerGroup +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * ListGameServerGroups +// GameLift metrics for fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) // -// * DescribeGameServerGroup +// Related actions // -// * UpdateGameServerGroup -// -// * DeleteGameServerGroup -// -// * ResumeGameServerGroup -// -// * SuspendGameServerGroup -// -// * DescribeGameServerInstances +// CreateFleetLocations | DescribeFleetLocationAttributes | DescribeFleetLocationCapacity +// | DescribeFleetLocationUtilization | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetUtilization | UpdateFleetCapacity | StopFleetActions | DeleteFleetLocations +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeGameServerGroup for usage and error information. +// API operation DescribeFleetLocationUtilization for usage and error information. // // Returned Error Types: +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // -// * NotFoundException -// A service resource associated with the request could not be found. Clients -// should not retry such requests. -// // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // -// * InternalServiceException -// The service encountered an unrecoverable internal failure while processing -// the request. Clients can retry such requests immediately or after a waiting -// period. +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup -func (c *GameLift) DescribeGameServerGroup(input *DescribeGameServerGroupInput) (*DescribeGameServerGroupOutput, error) { - req, out := c.DescribeGameServerGroupRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetLocationUtilization +func (c *GameLift) DescribeFleetLocationUtilization(input *DescribeFleetLocationUtilizationInput) (*DescribeFleetLocationUtilizationOutput, error) { + req, out := c.DescribeFleetLocationUtilizationRequest(input) return out, req.Send() } -// DescribeGameServerGroupWithContext is the same as DescribeGameServerGroup with the addition of +// DescribeFleetLocationUtilizationWithContext is the same as DescribeFleetLocationUtilization with the addition of // the ability to pass a context and additional request options. // -// See DescribeGameServerGroup for details on how to use this API operation. +// See DescribeFleetLocationUtilization for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeGameServerGroupWithContext(ctx aws.Context, input *DescribeGameServerGroupInput, opts ...request.Option) (*DescribeGameServerGroupOutput, error) { - req, out := c.DescribeGameServerGroupRequest(input) +func (c *GameLift) DescribeFleetLocationUtilizationWithContext(ctx aws.Context, input *DescribeFleetLocationUtilizationInput, opts ...request.Option) (*DescribeFleetLocationUtilizationOutput, error) { + req, out := c.DescribeFleetLocationUtilizationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -const opDescribeGameServerInstances = "DescribeGameServerInstances" +const opDescribeFleetPortSettings = "DescribeFleetPortSettings" -// DescribeGameServerInstancesRequest generates a "aws/request.Request" representing the -// client's request for the DescribeGameServerInstances operation. The "output" return +// DescribeFleetPortSettingsRequest generates a "aws/request.Request" representing the +// client's request for the DescribeFleetPortSettings operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeGameServerInstances for more information on using the DescribeGameServerInstances +// See DescribeFleetPortSettings for more information on using the DescribeFleetPortSettings // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeGameServerInstancesRequest method. -// req, resp := client.DescribeGameServerInstancesRequest(params) +// // Example sending a request using the DescribeFleetPortSettingsRequest method. +// req, resp := client.DescribeFleetPortSettingsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances -func (c *GameLift) DescribeGameServerInstancesRequest(input *DescribeGameServerInstancesInput) (req *request.Request, output *DescribeGameServerInstancesOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings +func (c *GameLift) DescribeFleetPortSettingsRequest(input *DescribeFleetPortSettingsInput) (req *request.Request, output *DescribeFleetPortSettingsOutput) { op := &request.Operation{ - Name: opDescribeGameServerInstances, + Name: opDescribeFleetPortSettings, HTTPMethod: "POST", HTTPPath: "/", - Paginator: &request.Paginator{ - InputTokens: []string{"NextToken"}, - OutputTokens: []string{"NextToken"}, - LimitToken: "Limit", - TruncationToken: "", - }, } if input == nil { - input = &DescribeGameServerInstancesInput{} + input = &DescribeFleetPortSettingsInput{} } - output = &DescribeGameServerInstancesOutput{} + output = &DescribeFleetPortSettingsOutput{} req = c.newRequest(op, input, output) return } -// DescribeGameServerInstances API operation for Amazon GameLift. +// DescribeFleetPortSettings API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// Retrieves a fleet's inbound connection permissions. Connection permissions +// specify the range of IP addresses and port settings that incoming traffic +// can use to access server processes in the fleet. Game sessions that are running +// on instances in the fleet must use connections that fall in this range. // -// Retrieves status information about the Amazon EC2 instances associated with -// a GameLift FleetIQ game server group. Use this operation to detect when instances -// are active or not available to host new game servers. If you are looking -// for instance configuration information, call DescribeGameServerGroup or access -// the corresponding Auto Scaling group properties. +// This operation can be used in the following ways: // -// To request status for all instances in the game server group, provide a game -// server group ID only. To request status for specific instances, provide the -// game server group ID and one or more instance IDs. Use the pagination parameters -// to retrieve results in sequential segments. If successful, a collection of -// GameServerInstance objects is returned. +// * To retrieve the inbound connection permissions for a fleet, identify +// the fleet's unique identifier. // -// This operation is not designed to be called with every game server claim -// request; this practice can cause you to exceed your API limit, which results -// in errors. Instead, as a best practice, cache the results and refresh your -// cache no more than once every 10 seconds. -// -// Learn more -// -// GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) -// -// Related operations +// * To check the status of recent updates to a fleet remote location, specify +// the fleet ID and a location. Port setting updates can take time to propagate +// across all locations. // -// * CreateGameServerGroup +// If successful, a set of IpPermission objects is returned for the requested +// fleet ID. When a location is specified, a pending status is included. If +// the requested fleet has been deleted, the result set is empty. // -// * ListGameServerGroups -// -// * DescribeGameServerGroup -// -// * UpdateGameServerGroup -// -// * DeleteGameServerGroup +// Learn more // -// * ResumeGameServerGroup +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * SuspendGameServerGroup +// Related actions // -// * DescribeGameServerInstances +// ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings +// | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeGameServerInstances for usage and error information. +// API operation DescribeFleetPortSettings for usage and error information. // // Returned Error Types: -// * InvalidRequestException -// One or more parameter values in the request are invalid. Correct the invalid -// parameter values before retrying. +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. // // * NotFoundException // A service resource associated with the request could not be found. Clients // should not retry such requests. // +// * InvalidRequestException +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // -// * InternalServiceException -// The service encountered an unrecoverable internal failure while processing -// the request. Clients can retry such requests immediately or after a waiting -// period. -// -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances -func (c *GameLift) DescribeGameServerInstances(input *DescribeGameServerInstancesInput) (*DescribeGameServerInstancesOutput, error) { - req, out := c.DescribeGameServerInstancesRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetPortSettings +func (c *GameLift) DescribeFleetPortSettings(input *DescribeFleetPortSettingsInput) (*DescribeFleetPortSettingsOutput, error) { + req, out := c.DescribeFleetPortSettingsRequest(input) return out, req.Send() } -// DescribeGameServerInstancesWithContext is the same as DescribeGameServerInstances with the addition of +// DescribeFleetPortSettingsWithContext is the same as DescribeFleetPortSettings with the addition of // the ability to pass a context and additional request options. // -// See DescribeGameServerInstances for details on how to use this API operation. +// See DescribeFleetPortSettings for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeGameServerInstancesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, opts ...request.Option) (*DescribeGameServerInstancesOutput, error) { - req, out := c.DescribeGameServerInstancesRequest(input) +func (c *GameLift) DescribeFleetPortSettingsWithContext(ctx aws.Context, input *DescribeFleetPortSettingsInput, opts ...request.Option) (*DescribeFleetPortSettingsOutput, error) { + req, out := c.DescribeFleetPortSettingsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -// DescribeGameServerInstancesPages iterates over the pages of a DescribeGameServerInstances operation, -// calling the "fn" function with the response data for each page. To stop -// iterating, return false from the fn function. -// -// See DescribeGameServerInstances method for more information on how to use this operation. -// -// Note: This operation can generate multiple requests to a service. -// -// // Example iterating over at most 3 pages of a DescribeGameServerInstances operation. -// pageNum := 0 -// err := client.DescribeGameServerInstancesPages(params, -// func(page *gamelift.DescribeGameServerInstancesOutput, lastPage bool) bool { -// pageNum++ -// fmt.Println(page) -// return pageNum <= 3 -// }) -// -func (c *GameLift) DescribeGameServerInstancesPages(input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool) error { - return c.DescribeGameServerInstancesPagesWithContext(aws.BackgroundContext(), input, fn) -} - -// DescribeGameServerInstancesPagesWithContext same as DescribeGameServerInstancesPages except -// it takes a Context and allows setting request options on the pages. -// -// The context must be non-nil and will be used for request cancellation. If -// the context is nil a panic will occur. In the future the SDK may create -// sub-contexts for http.Requests. See https://golang.org/pkg/context/ -// for more information on using Contexts. -func (c *GameLift) DescribeGameServerInstancesPagesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool, opts ...request.Option) error { - p := request.Pagination{ - NewRequest: func() (*request.Request, error) { - var inCpy *DescribeGameServerInstancesInput - if input != nil { - tmp := *input - inCpy = &tmp - } - req, _ := c.DescribeGameServerInstancesRequest(inCpy) - req.SetContext(ctx) - req.ApplyOptions(opts...) - return req, nil - }, - } - - for p.Next() { - if !fn(p.Page().(*DescribeGameServerInstancesOutput), !p.HasNextPage()) { - break - } - } - - return p.Err() -} - -const opDescribeGameSessionDetails = "DescribeGameSessionDetails" +const opDescribeFleetUtilization = "DescribeFleetUtilization" -// DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the -// client's request for the DescribeGameSessionDetails operation. The "output" return +// DescribeFleetUtilizationRequest generates a "aws/request.Request" representing the +// client's request for the DescribeFleetUtilization operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeGameSessionDetails for more information on using the DescribeGameSessionDetails +// See DescribeFleetUtilization for more information on using the DescribeFleetUtilization // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeGameSessionDetailsRequest method. -// req, resp := client.DescribeGameSessionDetailsRequest(params) +// // Example sending a request using the DescribeFleetUtilizationRequest method. +// req, resp := client.DescribeFleetUtilizationRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails -func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization +func (c *GameLift) DescribeFleetUtilizationRequest(input *DescribeFleetUtilizationInput) (req *request.Request, output *DescribeFleetUtilizationOutput) { op := &request.Operation{ - Name: opDescribeGameSessionDetails, + Name: opDescribeFleetUtilization, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ @@ -5194,49 +5031,59 @@ func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionD } if input == nil { - input = &DescribeGameSessionDetailsInput{} + input = &DescribeFleetUtilizationInput{} } - output = &DescribeGameSessionDetailsOutput{} + output = &DescribeFleetUtilizationOutput{} req = c.newRequest(op, input, output) return } -// DescribeGameSessionDetails API operation for Amazon GameLift. +// DescribeFleetUtilization API operation for Amazon GameLift. // -// Retrieves properties, including the protection policy in force, for one or -// more game sessions. This operation can be used in several ways: (1) provide -// a GameSessionId or GameSessionArn to request details for a specific game -// session; (2) provide either a FleetId or an AliasId to request properties -// for all game sessions running on a fleet. +// Retrieves utilization statistics for one or more fleets. Utilization data +// provides a snapshot of how the fleet's hosting resources are currently being +// used. For fleets with remote locations, this operation retrieves data for +// the fleet's home Region only. See DescribeFleetLocationUtilization to get +// utilization statistics for a fleet's remote locations. // -// To get game session record(s), specify just one of the following: game session -// ID, fleet ID, or alias ID. You can filter this request by game session status. -// Use the pagination parameters to retrieve results as a set of sequential -// pages. If successful, a GameSessionDetail object is returned for each session -// matching the request. +// This operation can be used in the following ways: +// +// * To get utilization data for one or more specific fleets, provide a list +// of fleet IDs or fleet ARNs. +// +// * To get utilization data for all fleets, do not provide a fleet identifier. +// +// When requesting multiple fleets, use the pagination parameters to retrieve +// results as a set of sequential pages. // -// * CreateGameSession +// If successful, a FleetUtilization object is returned for each requested fleet +// ID, unless the fleet identifier is not found. Each fleet utilization object +// includes a Location property, which is set to the fleet's home Region. // -// * DescribeGameSessions +// Some API operations may limit the number of fleet IDs allowed in one request. +// If a request exceeds this limit, the request fails and the error message +// includes the maximum allowed. // -// * DescribeGameSessionDetails +// Learn more // -// * SearchGameSessions +// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * UpdateGameSession +// GameLift Metrics for Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html#gamelift-metrics-fleet) // -// * GetGameSessionLogUrl +// Related actions // -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings +// | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeGameSessionDetails for usage and error information. +// API operation DescribeFleetUtilization for usage and error information. // // Returned Error Types: // * InternalServiceException @@ -5255,72 +5102,65 @@ func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionD // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // -// * TerminalRoutingStrategyException -// The service is unable to resolve the routing for a particular alias because -// it has a terminal RoutingStrategy associated with it. The message returned -// in this exception is the message defined in the routing strategy itself. -// Such requests should only be retried if the routing strategy for the specified -// alias is modified. -// -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails -func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error) { - req, out := c.DescribeGameSessionDetailsRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeFleetUtilization +func (c *GameLift) DescribeFleetUtilization(input *DescribeFleetUtilizationInput) (*DescribeFleetUtilizationOutput, error) { + req, out := c.DescribeFleetUtilizationRequest(input) return out, req.Send() } -// DescribeGameSessionDetailsWithContext is the same as DescribeGameSessionDetails with the addition of +// DescribeFleetUtilizationWithContext is the same as DescribeFleetUtilization with the addition of // the ability to pass a context and additional request options. // -// See DescribeGameSessionDetails for details on how to use this API operation. +// See DescribeFleetUtilization for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error) { - req, out := c.DescribeGameSessionDetailsRequest(input) +func (c *GameLift) DescribeFleetUtilizationWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, opts ...request.Option) (*DescribeFleetUtilizationOutput, error) { + req, out := c.DescribeFleetUtilizationRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -// DescribeGameSessionDetailsPages iterates over the pages of a DescribeGameSessionDetails operation, +// DescribeFleetUtilizationPages iterates over the pages of a DescribeFleetUtilization operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // -// See DescribeGameSessionDetails method for more information on how to use this operation. +// See DescribeFleetUtilization method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // -// // Example iterating over at most 3 pages of a DescribeGameSessionDetails operation. +// // Example iterating over at most 3 pages of a DescribeFleetUtilization operation. // pageNum := 0 -// err := client.DescribeGameSessionDetailsPages(params, -// func(page *gamelift.DescribeGameSessionDetailsOutput, lastPage bool) bool { +// err := client.DescribeFleetUtilizationPages(params, +// func(page *gamelift.DescribeFleetUtilizationOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // -func (c *GameLift) DescribeGameSessionDetailsPages(input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool) error { - return c.DescribeGameSessionDetailsPagesWithContext(aws.BackgroundContext(), input, fn) +func (c *GameLift) DescribeFleetUtilizationPages(input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool) error { + return c.DescribeFleetUtilizationPagesWithContext(aws.BackgroundContext(), input, fn) } -// DescribeGameSessionDetailsPagesWithContext same as DescribeGameSessionDetailsPages except +// DescribeFleetUtilizationPagesWithContext same as DescribeFleetUtilizationPages except // it takes a Context and allows setting request options on the pages. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeGameSessionDetailsPagesWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool, opts ...request.Option) error { +func (c *GameLift) DescribeFleetUtilizationPagesWithContext(ctx aws.Context, input *DescribeFleetUtilizationInput, fn func(*DescribeFleetUtilizationOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { - var inCpy *DescribeGameSessionDetailsInput + var inCpy *DescribeFleetUtilizationInput if input != nil { tmp := *input inCpy = &tmp } - req, _ := c.DescribeGameSessionDetailsRequest(inCpy) + req, _ := c.DescribeFleetUtilizationRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil @@ -5328,7 +5168,7 @@ func (c *GameLift) DescribeGameSessionDetailsPagesWithContext(ctx aws.Context, i } for p.Next() { - if !fn(p.Page().(*DescribeGameSessionDetailsOutput), !p.HasNextPage()) { + if !fn(p.Page().(*DescribeFleetUtilizationOutput), !p.HasNextPage()) { break } } @@ -5336,82 +5176,77 @@ func (c *GameLift) DescribeGameSessionDetailsPagesWithContext(ctx aws.Context, i return p.Err() } -const opDescribeGameSessionPlacement = "DescribeGameSessionPlacement" +const opDescribeGameServer = "DescribeGameServer" -// DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the -// client's request for the DescribeGameSessionPlacement operation. The "output" return +// DescribeGameServerRequest generates a "aws/request.Request" representing the +// client's request for the DescribeGameServer operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeGameSessionPlacement for more information on using the DescribeGameSessionPlacement +// See DescribeGameServer for more information on using the DescribeGameServer // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeGameSessionPlacementRequest method. -// req, resp := client.DescribeGameSessionPlacementRequest(params) +// // Example sending a request using the DescribeGameServerRequest method. +// req, resp := client.DescribeGameServerRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement -func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer +func (c *GameLift) DescribeGameServerRequest(input *DescribeGameServerInput) (req *request.Request, output *DescribeGameServerOutput) { op := &request.Operation{ - Name: opDescribeGameSessionPlacement, + Name: opDescribeGameServer, HTTPMethod: "POST", HTTPPath: "/", } if input == nil { - input = &DescribeGameSessionPlacementInput{} + input = &DescribeGameServerInput{} } - output = &DescribeGameSessionPlacementOutput{} + output = &DescribeGameServerOutput{} req = c.newRequest(op, input, output) return } -// DescribeGameSessionPlacement API operation for Amazon GameLift. -// -// Retrieves properties and current status of a game session placement request. -// To get game session placement details, specify the placement ID. If successful, -// a GameSessionPlacement object is returned. +// DescribeGameServer API operation for Amazon GameLift. // -// * CreateGameSession +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // -// * DescribeGameSessions +// Retrieves information for a registered game server. Information includes +// game server status, health check info, and the instance that the game server +// is running on. // -// * DescribeGameSessionDetails +// To retrieve game server information, specify the game server ID. If successful, +// the requested game server object is returned. // -// * SearchGameSessions +// Learn more // -// * UpdateGameSession +// GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// * GetGameSessionLogUrl +// Related actions // -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer +// | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeGameSessionPlacement for usage and error information. +// API operation DescribeGameServer for usage and error information. // // Returned Error Types: -// * InternalServiceException -// The service encountered an unrecoverable internal failure while processing -// the request. Clients can retry such requests immediately or after a waiting -// period. -// // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. @@ -5423,111 +5258,232 @@ func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessio // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement -func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error) { - req, out := c.DescribeGameSessionPlacementRequest(input) +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServer +func (c *GameLift) DescribeGameServer(input *DescribeGameServerInput) (*DescribeGameServerOutput, error) { + req, out := c.DescribeGameServerRequest(input) return out, req.Send() } -// DescribeGameSessionPlacementWithContext is the same as DescribeGameSessionPlacement with the addition of +// DescribeGameServerWithContext is the same as DescribeGameServer with the addition of // the ability to pass a context and additional request options. // -// See DescribeGameSessionPlacement for details on how to use this API operation. +// See DescribeGameServer for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error) { - req, out := c.DescribeGameSessionPlacementRequest(input) +func (c *GameLift) DescribeGameServerWithContext(ctx aws.Context, input *DescribeGameServerInput, opts ...request.Option) (*DescribeGameServerOutput, error) { + req, out := c.DescribeGameServerRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -const opDescribeGameSessionQueues = "DescribeGameSessionQueues" +const opDescribeGameServerGroup = "DescribeGameServerGroup" -// DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the -// client's request for the DescribeGameSessionQueues operation. The "output" return +// DescribeGameServerGroupRequest generates a "aws/request.Request" representing the +// client's request for the DescribeGameServerGroup operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeGameSessionQueues for more information on using the DescribeGameSessionQueues +// See DescribeGameServerGroup for more information on using the DescribeGameServerGroup // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeGameSessionQueuesRequest method. -// req, resp := client.DescribeGameSessionQueuesRequest(params) +// // Example sending a request using the DescribeGameServerGroupRequest method. +// req, resp := client.DescribeGameServerGroupRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues -func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup +func (c *GameLift) DescribeGameServerGroupRequest(input *DescribeGameServerGroupInput) (req *request.Request, output *DescribeGameServerGroupOutput) { op := &request.Operation{ - Name: opDescribeGameSessionQueues, + Name: opDescribeGameServerGroup, HTTPMethod: "POST", HTTPPath: "/", - Paginator: &request.Paginator{ - InputTokens: []string{"NextToken"}, - OutputTokens: []string{"NextToken"}, - LimitToken: "Limit", - TruncationToken: "", - }, } if input == nil { - input = &DescribeGameSessionQueuesInput{} + input = &DescribeGameServerGroupInput{} } - output = &DescribeGameSessionQueuesOutput{} + output = &DescribeGameServerGroupOutput{} req = c.newRequest(op, input, output) return } -// DescribeGameSessionQueues API operation for Amazon GameLift. -// -// Retrieves the properties for one or more game session queues. When requesting -// multiple queues, use the pagination parameters to retrieve results as a set -// of sequential pages. If successful, a GameSessionQueue object is returned -// for each requested queue. When specifying a list of queues, objects are returned -// only for queues that currently exist in the Region. +// DescribeGameServerGroup API operation for Amazon GameLift. // -// Learn more +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // -// View Your Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html) +// Retrieves information on a game server group. This operation returns only +// properties related to GameLift FleetIQ. To view or update properties for +// the corresponding Auto Scaling group, such as launch template, auto scaling +// policies, and maximum/minimum group size, access the Auto Scaling group directly. // -// Related operations +// To get attributes for a game server group, provide a group name or ARN value. +// If successful, a GameServerGroup object is returned. // -// * CreateGameSessionQueue +// Learn more // -// * DescribeGameSessionQueues +// GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// * UpdateGameSessionQueue +// Related actions // -// * DeleteGameSessionQueue +// CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | +// UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup +// | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeGameSessionQueues for usage and error information. +// API operation DescribeGameServerGroup for usage and error information. // // Returned Error Types: +// * InvalidRequestException +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * UnauthorizedException +// The client failed authentication. Clients should not retry such requests. +// // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerGroup +func (c *GameLift) DescribeGameServerGroup(input *DescribeGameServerGroupInput) (*DescribeGameServerGroupOutput, error) { + req, out := c.DescribeGameServerGroupRequest(input) + return out, req.Send() +} + +// DescribeGameServerGroupWithContext is the same as DescribeGameServerGroup with the addition of +// the ability to pass a context and additional request options. +// +// See DescribeGameServerGroup for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DescribeGameServerGroupWithContext(ctx aws.Context, input *DescribeGameServerGroupInput, opts ...request.Option) (*DescribeGameServerGroupOutput, error) { + req, out := c.DescribeGameServerGroupRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opDescribeGameServerInstances = "DescribeGameServerInstances" + +// DescribeGameServerInstancesRequest generates a "aws/request.Request" representing the +// client's request for the DescribeGameServerInstances operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See DescribeGameServerInstances for more information on using the DescribeGameServerInstances +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the DescribeGameServerInstancesRequest method. +// req, resp := client.DescribeGameServerInstancesRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances +func (c *GameLift) DescribeGameServerInstancesRequest(input *DescribeGameServerInstancesInput) (req *request.Request, output *DescribeGameServerInstancesOutput) { + op := &request.Operation{ + Name: opDescribeGameServerInstances, + HTTPMethod: "POST", + HTTPPath: "/", + Paginator: &request.Paginator{ + InputTokens: []string{"NextToken"}, + OutputTokens: []string{"NextToken"}, + LimitToken: "Limit", + TruncationToken: "", + }, + } + + if input == nil { + input = &DescribeGameServerInstancesInput{} + } + + output = &DescribeGameServerInstancesOutput{} + req = c.newRequest(op, input, output) + return +} + +// DescribeGameServerInstances API operation for Amazon GameLift. +// +// This operation is used with the GameLift FleetIQ solution and game server +// groups. +// +// Retrieves status information about the Amazon EC2 instances associated with +// a GameLift FleetIQ game server group. Use this operation to detect when instances +// are active or not available to host new game servers. If you are looking +// for instance configuration information, call DescribeGameServerGroup or access +// the corresponding Auto Scaling group properties. +// +// To request status for all instances in the game server group, provide a game +// server group ID only. To request status for specific instances, provide the +// game server group ID and one or more instance IDs. Use the pagination parameters +// to retrieve results in sequential segments. If successful, a collection of +// GameServerInstance objects is returned. +// +// This operation is not designed to be called with every game server claim +// request; this practice can cause you to exceed your API limit, which results +// in errors. Instead, as a best practice, cache the results and refresh your +// cache no more than once every 10 seconds. +// +// Learn more +// +// GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) +// +// Related actions +// +// CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | +// UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup +// | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation DescribeGameServerInstances for usage and error information. +// +// Returned Error Types: // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. @@ -5539,65 +5495,70 @@ func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQu // * UnauthorizedException // The client failed authentication. Clients should not retry such requests. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues -func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error) { - req, out := c.DescribeGameSessionQueuesRequest(input) +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameServerInstances +func (c *GameLift) DescribeGameServerInstances(input *DescribeGameServerInstancesInput) (*DescribeGameServerInstancesOutput, error) { + req, out := c.DescribeGameServerInstancesRequest(input) return out, req.Send() } -// DescribeGameSessionQueuesWithContext is the same as DescribeGameSessionQueues with the addition of +// DescribeGameServerInstancesWithContext is the same as DescribeGameServerInstances with the addition of // the ability to pass a context and additional request options. // -// See DescribeGameSessionQueues for details on how to use this API operation. +// See DescribeGameServerInstances for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error) { - req, out := c.DescribeGameSessionQueuesRequest(input) +func (c *GameLift) DescribeGameServerInstancesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, opts ...request.Option) (*DescribeGameServerInstancesOutput, error) { + req, out := c.DescribeGameServerInstancesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -// DescribeGameSessionQueuesPages iterates over the pages of a DescribeGameSessionQueues operation, +// DescribeGameServerInstancesPages iterates over the pages of a DescribeGameServerInstances operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // -// See DescribeGameSessionQueues method for more information on how to use this operation. +// See DescribeGameServerInstances method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // -// // Example iterating over at most 3 pages of a DescribeGameSessionQueues operation. +// // Example iterating over at most 3 pages of a DescribeGameServerInstances operation. // pageNum := 0 -// err := client.DescribeGameSessionQueuesPages(params, -// func(page *gamelift.DescribeGameSessionQueuesOutput, lastPage bool) bool { +// err := client.DescribeGameServerInstancesPages(params, +// func(page *gamelift.DescribeGameServerInstancesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // -func (c *GameLift) DescribeGameSessionQueuesPages(input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool) error { - return c.DescribeGameSessionQueuesPagesWithContext(aws.BackgroundContext(), input, fn) +func (c *GameLift) DescribeGameServerInstancesPages(input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool) error { + return c.DescribeGameServerInstancesPagesWithContext(aws.BackgroundContext(), input, fn) } -// DescribeGameSessionQueuesPagesWithContext same as DescribeGameSessionQueuesPages except +// DescribeGameServerInstancesPagesWithContext same as DescribeGameServerInstancesPages except // it takes a Context and allows setting request options on the pages. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeGameSessionQueuesPagesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool, opts ...request.Option) error { +func (c *GameLift) DescribeGameServerInstancesPagesWithContext(ctx aws.Context, input *DescribeGameServerInstancesInput, fn func(*DescribeGameServerInstancesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { - var inCpy *DescribeGameSessionQueuesInput + var inCpy *DescribeGameServerInstancesInput if input != nil { tmp := *input inCpy = &tmp } - req, _ := c.DescribeGameSessionQueuesRequest(inCpy) + req, _ := c.DescribeGameServerInstancesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil @@ -5605,7 +5566,7 @@ func (c *GameLift) DescribeGameSessionQueuesPagesWithContext(ctx aws.Context, in } for p.Next() { - if !fn(p.Page().(*DescribeGameSessionQueuesOutput), !p.HasNextPage()) { + if !fn(p.Page().(*DescribeGameServerInstancesOutput), !p.HasNextPage()) { break } } @@ -5613,35 +5574,35 @@ func (c *GameLift) DescribeGameSessionQueuesPagesWithContext(ctx aws.Context, in return p.Err() } -const opDescribeGameSessions = "DescribeGameSessions" +const opDescribeGameSessionDetails = "DescribeGameSessionDetails" -// DescribeGameSessionsRequest generates a "aws/request.Request" representing the -// client's request for the DescribeGameSessions operation. The "output" return +// DescribeGameSessionDetailsRequest generates a "aws/request.Request" representing the +// client's request for the DescribeGameSessionDetails operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeGameSessions for more information on using the DescribeGameSessions +// See DescribeGameSessionDetails for more information on using the DescribeGameSessionDetails // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeGameSessionsRequest method. -// req, resp := client.DescribeGameSessionsRequest(params) +// // Example sending a request using the DescribeGameSessionDetailsRequest method. +// req, resp := client.DescribeGameSessionDetailsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions -func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails +func (c *GameLift) DescribeGameSessionDetailsRequest(input *DescribeGameSessionDetailsInput) (req *request.Request, output *DescribeGameSessionDetailsOutput) { op := &request.Operation{ - Name: opDescribeGameSessions, + Name: opDescribeGameSessionDetails, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ @@ -5653,50 +5614,62 @@ func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) } if input == nil { - input = &DescribeGameSessionsInput{} + input = &DescribeGameSessionDetailsInput{} } - output = &DescribeGameSessionsOutput{} + output = &DescribeGameSessionDetailsOutput{} req = c.newRequest(op, input, output) return } -// DescribeGameSessions API operation for Amazon GameLift. +// DescribeGameSessionDetails API operation for Amazon GameLift. // -// Retrieves a set of one or more game sessions. Request a specific game session -// or request all game sessions on a fleet. Alternatively, use SearchGameSessions -// to request a set of active game sessions that are filtered by certain criteria. -// To retrieve protection policy settings for game sessions, use DescribeGameSessionDetails. +// Retrieves additional game session properties, including the game session +// protection policy in force, a set of one or more game sessions in a specific +// fleet location. You can optionally filter the results by current game session +// status. Alternatively, use SearchGameSessions to request a set of active +// game sessions that are filtered by certain criteria. To retrieve all game +// session properties, use DescribeGameSessions. // -// To get game sessions, specify one of the following: game session ID, fleet -// ID, or alias ID. You can filter this request by game session status. Use -// the pagination parameters to retrieve results as a set of sequential pages. -// If successful, a GameSession object is returned for each game session matching -// the request. +// This operation can be used in the following ways: // -// Available in Amazon GameLift Local. +// * To retrieve details for all game sessions that are currently running +// on all locations in a fleet, provide a fleet or alias ID, with an optional +// status filter. This approach returns details from the fleet's home Region +// and all remote locations. // -// * CreateGameSession +// * To retrieve details for all game sessions that are currently running +// on a specific fleet location, provide a fleet or alias ID and a location +// name, with optional status filter. The location can be the fleet's home +// Region or any remote location. // -// * DescribeGameSessions +// * To retrieve details for a specific game session, provide the game session +// ID. This approach looks for the game session ID in all fleets that reside +// in the AWS Region defined in the request. // -// * DescribeGameSessionDetails +// Use the pagination parameters to retrieve results as a set of sequential +// pages. // -// * SearchGameSessions +// If successful, a GameSessionDetail object is returned for each game session +// that matches the request. +// +// Learn more // -// * UpdateGameSession +// Find a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find) // -// * GetGameSessionLogUrl +// Related actions // -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions +// | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | +// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeGameSessions for usage and error information. +// API operation DescribeGameSessionDetails for usage and error information. // // Returned Error Types: // * InternalServiceException @@ -5722,65 +5695,65 @@ func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) // Such requests should only be retried if the routing strategy for the specified // alias is modified. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions -func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error) { - req, out := c.DescribeGameSessionsRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionDetails +func (c *GameLift) DescribeGameSessionDetails(input *DescribeGameSessionDetailsInput) (*DescribeGameSessionDetailsOutput, error) { + req, out := c.DescribeGameSessionDetailsRequest(input) return out, req.Send() } -// DescribeGameSessionsWithContext is the same as DescribeGameSessions with the addition of +// DescribeGameSessionDetailsWithContext is the same as DescribeGameSessionDetails with the addition of // the ability to pass a context and additional request options. // -// See DescribeGameSessions for details on how to use this API operation. +// See DescribeGameSessionDetails for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error) { - req, out := c.DescribeGameSessionsRequest(input) +func (c *GameLift) DescribeGameSessionDetailsWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, opts ...request.Option) (*DescribeGameSessionDetailsOutput, error) { + req, out := c.DescribeGameSessionDetailsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -// DescribeGameSessionsPages iterates over the pages of a DescribeGameSessions operation, +// DescribeGameSessionDetailsPages iterates over the pages of a DescribeGameSessionDetails operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // -// See DescribeGameSessions method for more information on how to use this operation. +// See DescribeGameSessionDetails method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // -// // Example iterating over at most 3 pages of a DescribeGameSessions operation. +// // Example iterating over at most 3 pages of a DescribeGameSessionDetails operation. // pageNum := 0 -// err := client.DescribeGameSessionsPages(params, -// func(page *gamelift.DescribeGameSessionsOutput, lastPage bool) bool { +// err := client.DescribeGameSessionDetailsPages(params, +// func(page *gamelift.DescribeGameSessionDetailsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // -func (c *GameLift) DescribeGameSessionsPages(input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool) error { - return c.DescribeGameSessionsPagesWithContext(aws.BackgroundContext(), input, fn) +func (c *GameLift) DescribeGameSessionDetailsPages(input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool) error { + return c.DescribeGameSessionDetailsPagesWithContext(aws.BackgroundContext(), input, fn) } -// DescribeGameSessionsPagesWithContext same as DescribeGameSessionsPages except +// DescribeGameSessionDetailsPagesWithContext same as DescribeGameSessionDetailsPages except // it takes a Context and allows setting request options on the pages. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeGameSessionsPagesWithContext(ctx aws.Context, input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool, opts ...request.Option) error { +func (c *GameLift) DescribeGameSessionDetailsPagesWithContext(ctx aws.Context, input *DescribeGameSessionDetailsInput, fn func(*DescribeGameSessionDetailsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { - var inCpy *DescribeGameSessionsInput + var inCpy *DescribeGameSessionDetailsInput if input != nil { tmp := *input inCpy = &tmp } - req, _ := c.DescribeGameSessionsRequest(inCpy) + req, _ := c.DescribeGameSessionDetailsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil @@ -5788,7 +5761,7 @@ func (c *GameLift) DescribeGameSessionsPagesWithContext(ctx aws.Context, input * } for p.Next() { - if !fn(p.Page().(*DescribeGameSessionsOutput), !p.HasNextPage()) { + if !fn(p.Page().(*DescribeGameSessionDetailsOutput), !p.HasNextPage()) { break } } @@ -5796,35 +5769,139 @@ func (c *GameLift) DescribeGameSessionsPagesWithContext(ctx aws.Context, input * return p.Err() } -const opDescribeInstances = "DescribeInstances" +const opDescribeGameSessionPlacement = "DescribeGameSessionPlacement" -// DescribeInstancesRequest generates a "aws/request.Request" representing the -// client's request for the DescribeInstances operation. The "output" return +// DescribeGameSessionPlacementRequest generates a "aws/request.Request" representing the +// client's request for the DescribeGameSessionPlacement operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeInstances for more information on using the DescribeInstances +// See DescribeGameSessionPlacement for more information on using the DescribeGameSessionPlacement // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeInstancesRequest method. -// req, resp := client.DescribeInstancesRequest(params) +// // Example sending a request using the DescribeGameSessionPlacementRequest method. +// req, resp := client.DescribeGameSessionPlacementRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances -func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement +func (c *GameLift) DescribeGameSessionPlacementRequest(input *DescribeGameSessionPlacementInput) (req *request.Request, output *DescribeGameSessionPlacementOutput) { op := &request.Operation{ - Name: opDescribeInstances, + Name: opDescribeGameSessionPlacement, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &DescribeGameSessionPlacementInput{} + } + + output = &DescribeGameSessionPlacementOutput{} + req = c.newRequest(op, input, output) + return +} + +// DescribeGameSessionPlacement API operation for Amazon GameLift. +// +// Retrieves information, including current status, about a game session placement +// request. +// +// To get game session placement details, specify the placement ID. +// +// If successful, a GameSessionPlacement object is returned. +// +// Related actions +// +// CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions +// | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | +// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation DescribeGameSessionPlacement for usage and error information. +// +// Returned Error Types: +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * InvalidRequestException +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * UnauthorizedException +// The client failed authentication. Clients should not retry such requests. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionPlacement +func (c *GameLift) DescribeGameSessionPlacement(input *DescribeGameSessionPlacementInput) (*DescribeGameSessionPlacementOutput, error) { + req, out := c.DescribeGameSessionPlacementRequest(input) + return out, req.Send() +} + +// DescribeGameSessionPlacementWithContext is the same as DescribeGameSessionPlacement with the addition of +// the ability to pass a context and additional request options. +// +// See DescribeGameSessionPlacement for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DescribeGameSessionPlacementWithContext(ctx aws.Context, input *DescribeGameSessionPlacementInput, opts ...request.Option) (*DescribeGameSessionPlacementOutput, error) { + req, out := c.DescribeGameSessionPlacementRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +const opDescribeGameSessionQueues = "DescribeGameSessionQueues" + +// DescribeGameSessionQueuesRequest generates a "aws/request.Request" representing the +// client's request for the DescribeGameSessionQueues operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See DescribeGameSessionQueues for more information on using the DescribeGameSessionQueues +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the DescribeGameSessionQueuesRequest method. +// req, resp := client.DescribeGameSessionQueuesRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues +func (c *GameLift) DescribeGameSessionQueuesRequest(input *DescribeGameSessionQueuesInput) (req *request.Request, output *DescribeGameSessionQueuesOutput) { + op := &request.Operation{ + Name: opDescribeGameSessionQueues, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ @@ -5836,47 +5913,43 @@ func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req } if input == nil { - input = &DescribeInstancesInput{} + input = &DescribeGameSessionQueuesInput{} } - output = &DescribeInstancesOutput{} + output = &DescribeGameSessionQueuesOutput{} req = c.newRequest(op, input, output) return } -// DescribeInstances API operation for Amazon GameLift. -// -// Retrieves information about a fleet's instances, including instance IDs. -// Use this operation to get details on all instances in the fleet or get details -// on one specific instance. +// DescribeGameSessionQueues API operation for Amazon GameLift. // -// To get a specific instance, specify fleet ID and instance ID. To get all -// instances in a fleet, specify a fleet ID only. Use the pagination parameters -// to retrieve results as a set of sequential pages. If successful, an Instance -// object is returned for each result. +// Retrieves the properties for one or more game session queues. When requesting +// multiple queues, use the pagination parameters to retrieve results as a set +// of sequential pages. If successful, a GameSessionQueue object is returned +// for each requested queue. When specifying a list of queues, objects are returned +// only for queues that currently exist in the Region. // // Learn more // -// Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) -// -// Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) -// -// Related operations +// View Your Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-console.html) // -// * DescribeInstances +// Related actions // -// * GetInstanceAccess +// CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue +// | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeInstances for usage and error information. +// API operation DescribeGameSessionQueues for usage and error information. // // Returned Error Types: -// * UnauthorizedException -// The client failed authentication. Clients should not retry such requests. +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. // // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid @@ -5886,70 +5959,68 @@ func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req // A service resource associated with the request could not be found. Clients // should not retry such requests. // -// * InternalServiceException -// The service encountered an unrecoverable internal failure while processing -// the request. Clients can retry such requests immediately or after a waiting -// period. +// * UnauthorizedException +// The client failed authentication. Clients should not retry such requests. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances -func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error) { - req, out := c.DescribeInstancesRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessionQueues +func (c *GameLift) DescribeGameSessionQueues(input *DescribeGameSessionQueuesInput) (*DescribeGameSessionQueuesOutput, error) { + req, out := c.DescribeGameSessionQueuesRequest(input) return out, req.Send() } -// DescribeInstancesWithContext is the same as DescribeInstances with the addition of +// DescribeGameSessionQueuesWithContext is the same as DescribeGameSessionQueues with the addition of // the ability to pass a context and additional request options. // -// See DescribeInstances for details on how to use this API operation. +// See DescribeGameSessionQueues for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error) { - req, out := c.DescribeInstancesRequest(input) +func (c *GameLift) DescribeGameSessionQueuesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, opts ...request.Option) (*DescribeGameSessionQueuesOutput, error) { + req, out := c.DescribeGameSessionQueuesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -// DescribeInstancesPages iterates over the pages of a DescribeInstances operation, +// DescribeGameSessionQueuesPages iterates over the pages of a DescribeGameSessionQueues operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // -// See DescribeInstances method for more information on how to use this operation. +// See DescribeGameSessionQueues method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // -// // Example iterating over at most 3 pages of a DescribeInstances operation. +// // Example iterating over at most 3 pages of a DescribeGameSessionQueues operation. // pageNum := 0 -// err := client.DescribeInstancesPages(params, -// func(page *gamelift.DescribeInstancesOutput, lastPage bool) bool { +// err := client.DescribeGameSessionQueuesPages(params, +// func(page *gamelift.DescribeGameSessionQueuesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // -func (c *GameLift) DescribeInstancesPages(input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool) error { - return c.DescribeInstancesPagesWithContext(aws.BackgroundContext(), input, fn) +func (c *GameLift) DescribeGameSessionQueuesPages(input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool) error { + return c.DescribeGameSessionQueuesPagesWithContext(aws.BackgroundContext(), input, fn) } -// DescribeInstancesPagesWithContext same as DescribeInstancesPages except +// DescribeGameSessionQueuesPagesWithContext same as DescribeGameSessionQueuesPages except // it takes a Context and allows setting request options on the pages. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeInstancesPagesWithContext(ctx aws.Context, input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool, opts ...request.Option) error { +func (c *GameLift) DescribeGameSessionQueuesPagesWithContext(ctx aws.Context, input *DescribeGameSessionQueuesInput, fn func(*DescribeGameSessionQueuesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { - var inCpy *DescribeInstancesInput + var inCpy *DescribeGameSessionQueuesInput if input != nil { tmp := *input inCpy = &tmp } - req, _ := c.DescribeInstancesRequest(inCpy) + req, _ := c.DescribeGameSessionQueuesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil @@ -5957,7 +6028,7 @@ func (c *GameLift) DescribeInstancesPagesWithContext(ctx aws.Context, input *Des } for p.Next() { - if !fn(p.Page().(*DescribeInstancesOutput), !p.HasNextPage()) { + if !fn(p.Page().(*DescribeGameSessionQueuesOutput), !p.HasNextPage()) { break } } @@ -5965,154 +6036,231 @@ func (c *GameLift) DescribeInstancesPagesWithContext(ctx aws.Context, input *Des return p.Err() } -const opDescribeMatchmaking = "DescribeMatchmaking" +const opDescribeGameSessions = "DescribeGameSessions" -// DescribeMatchmakingRequest generates a "aws/request.Request" representing the -// client's request for the DescribeMatchmaking operation. The "output" return +// DescribeGameSessionsRequest generates a "aws/request.Request" representing the +// client's request for the DescribeGameSessions operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeMatchmaking for more information on using the DescribeMatchmaking +// See DescribeGameSessions for more information on using the DescribeGameSessions // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeMatchmakingRequest method. -// req, resp := client.DescribeMatchmakingRequest(params) +// // Example sending a request using the DescribeGameSessionsRequest method. +// req, resp := client.DescribeGameSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking -func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions +func (c *GameLift) DescribeGameSessionsRequest(input *DescribeGameSessionsInput) (req *request.Request, output *DescribeGameSessionsOutput) { op := &request.Operation{ - Name: opDescribeMatchmaking, + Name: opDescribeGameSessions, HTTPMethod: "POST", HTTPPath: "/", + Paginator: &request.Paginator{ + InputTokens: []string{"NextToken"}, + OutputTokens: []string{"NextToken"}, + LimitToken: "Limit", + TruncationToken: "", + }, } if input == nil { - input = &DescribeMatchmakingInput{} + input = &DescribeGameSessionsInput{} } - output = &DescribeMatchmakingOutput{} + output = &DescribeGameSessionsOutput{} req = c.newRequest(op, input, output) return } -// DescribeMatchmaking API operation for Amazon GameLift. +// DescribeGameSessions API operation for Amazon GameLift. // -// Retrieves one or more matchmaking tickets. Use this operation to retrieve -// ticket information, including--after a successful match is made--connection -// information for the resulting new game session. +// Retrieves a set of one or more game sessions in a specific fleet location. +// You can optionally filter the results by current game session status. Alternatively, +// use SearchGameSessions to request a set of active game sessions that are +// filtered by certain criteria. To retrieve the protection policy for game +// sessions, use DescribeGameSessionDetails. // -// To request matchmaking tickets, provide a list of up to 10 ticket IDs. If -// the request is successful, a ticket object is returned for each requested -// ID that currently exists. +// This operation can be used in the following ways: // -// This operation is not designed to be continually called to track matchmaking -// ticket status. This practice can cause you to exceed your API limit, which -// results in errors. Instead, as a best practice, set up an Amazon Simple Notification -// Service (SNS) to receive notifications, and provide the topic ARN in the -// matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking -// should only be used for games in development with low matchmaking usage. +// * To retrieve all game sessions that are currently running on all locations +// in a fleet, provide a fleet or alias ID, with an optional status filter. +// This approach returns all game sessions in the fleet's home Region and +// all remote locations. // -// Learn more +// * To retrieve all game sessions that are currently running on a specific +// fleet location, provide a fleet or alias ID and a location name, with +// optional status filter. The location can be the fleet's home Region or +// any remote location. // -// Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) +// * To retrieve a specific game session, provide the game session ID. This +// approach looks for the game session ID in all fleets that reside in the +// AWS Region defined in the request. // -// Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) +// Use the pagination parameters to retrieve results as a set of sequential +// pages. // -// Related operations +// If successful, a GameSession object is returned for each game session that +// matches the request. // -// * StartMatchmaking +// Available in GameLift Local. // -// * DescribeMatchmaking +// Learn more // -// * StopMatchmaking +// Find a game session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-find) // -// * AcceptMatch +// Related actions // -// * StartMatchBackfill +// CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions +// | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | +// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeMatchmaking for usage and error information. +// API operation DescribeGameSessions for usage and error information. // // Returned Error Types: -// * InvalidRequestException -// One or more parameter values in the request are invalid. Correct the invalid -// parameter values before retrying. -// // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // -// * UnsupportedRegionException -// The requested operation is not supported in the Region specified. +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking -func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error) { - req, out := c.DescribeMatchmakingRequest(input) - return out, req.Send() -} - -// DescribeMatchmakingWithContext is the same as DescribeMatchmaking with the addition of -// the ability to pass a context and additional request options. +// * InvalidRequestException +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. // -// See DescribeMatchmaking for details on how to use this API operation. +// * UnauthorizedException +// The client failed authentication. Clients should not retry such requests. // -// The context must be non-nil and will be used for request cancellation. If -// the context is nil a panic will occur. In the future the SDK may create -// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// * TerminalRoutingStrategyException +// The service is unable to resolve the routing for a particular alias because +// it has a terminal RoutingStrategy associated with it. The message returned +// in this exception is the message defined in the routing strategy itself. +// Such requests should only be retried if the routing strategy for the specified +// alias is modified. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeGameSessions +func (c *GameLift) DescribeGameSessions(input *DescribeGameSessionsInput) (*DescribeGameSessionsOutput, error) { + req, out := c.DescribeGameSessionsRequest(input) + return out, req.Send() +} + +// DescribeGameSessionsWithContext is the same as DescribeGameSessions with the addition of +// the ability to pass a context and additional request options. +// +// See DescribeGameSessions for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error) { - req, out := c.DescribeMatchmakingRequest(input) +func (c *GameLift) DescribeGameSessionsWithContext(ctx aws.Context, input *DescribeGameSessionsInput, opts ...request.Option) (*DescribeGameSessionsOutput, error) { + req, out := c.DescribeGameSessionsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -const opDescribeMatchmakingConfigurations = "DescribeMatchmakingConfigurations" +// DescribeGameSessionsPages iterates over the pages of a DescribeGameSessions operation, +// calling the "fn" function with the response data for each page. To stop +// iterating, return false from the fn function. +// +// See DescribeGameSessions method for more information on how to use this operation. +// +// Note: This operation can generate multiple requests to a service. +// +// // Example iterating over at most 3 pages of a DescribeGameSessions operation. +// pageNum := 0 +// err := client.DescribeGameSessionsPages(params, +// func(page *gamelift.DescribeGameSessionsOutput, lastPage bool) bool { +// pageNum++ +// fmt.Println(page) +// return pageNum <= 3 +// }) +// +func (c *GameLift) DescribeGameSessionsPages(input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool) error { + return c.DescribeGameSessionsPagesWithContext(aws.BackgroundContext(), input, fn) +} -// DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the -// client's request for the DescribeMatchmakingConfigurations operation. The "output" return +// DescribeGameSessionsPagesWithContext same as DescribeGameSessionsPages except +// it takes a Context and allows setting request options on the pages. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DescribeGameSessionsPagesWithContext(ctx aws.Context, input *DescribeGameSessionsInput, fn func(*DescribeGameSessionsOutput, bool) bool, opts ...request.Option) error { + p := request.Pagination{ + NewRequest: func() (*request.Request, error) { + var inCpy *DescribeGameSessionsInput + if input != nil { + tmp := *input + inCpy = &tmp + } + req, _ := c.DescribeGameSessionsRequest(inCpy) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return req, nil + }, + } + + for p.Next() { + if !fn(p.Page().(*DescribeGameSessionsOutput), !p.HasNextPage()) { + break + } + } + + return p.Err() +} + +const opDescribeInstances = "DescribeInstances" + +// DescribeInstancesRequest generates a "aws/request.Request" representing the +// client's request for the DescribeInstances operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations +// See DescribeInstances for more information on using the DescribeInstances // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeMatchmakingConfigurationsRequest method. -// req, resp := client.DescribeMatchmakingConfigurationsRequest(params) +// // Example sending a request using the DescribeInstancesRequest method. +// req, resp := client.DescribeInstancesRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations -func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances +func (c *GameLift) DescribeInstancesRequest(input *DescribeInstancesInput) (req *request.Request, output *DescribeInstancesOutput) { op := &request.Operation{ - Name: opDescribeMatchmakingConfigurations, + Name: opDescribeInstances, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ @@ -6124,129 +6272,130 @@ func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatch } if input == nil { - input = &DescribeMatchmakingConfigurationsInput{} + input = &DescribeInstancesInput{} } - output = &DescribeMatchmakingConfigurationsOutput{} + output = &DescribeInstancesOutput{} req = c.newRequest(op, input, output) return } -// DescribeMatchmakingConfigurations API operation for Amazon GameLift. -// -// Retrieves the details of FlexMatch matchmaking configurations. -// -// This operation offers the following options: (1) retrieve all matchmaking -// configurations, (2) retrieve configurations for a specified list, or (3) -// retrieve all configurations that use a specified rule set name. When requesting -// multiple items, use the pagination parameters to retrieve results as a set -// of sequential pages. +// DescribeInstances API operation for Amazon GameLift. // -// If successful, a configuration is returned for each requested name. When -// specifying a list of names, only configurations that currently exist are -// returned. +// Retrieves information about a fleet's instances, including instance IDs, +// connection data, and status. // -// Learn more +// This operation can be used in the following ways: // -// Setting Up FlexMatch Matchmakers (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html) +// * To get information on all instances that are deployed to a fleet's home +// Region, provide the fleet ID. // -// Related operations +// * To get information on all instances that are deployed to a fleet's remote +// location, provide the fleet ID and location name. // -// * CreateMatchmakingConfiguration +// * To get information on a specific instance in a fleet, provide the fleet +// ID and instance ID. // -// * DescribeMatchmakingConfigurations +// Use the pagination parameters to retrieve results as a set of sequential +// pages. // -// * UpdateMatchmakingConfiguration +// If successful, an Instance object is returned for each requested instance. +// Instances are not returned in any particular order. // -// * DeleteMatchmakingConfiguration +// Learn more // -// * CreateMatchmakingRuleSet +// Remotely Access Fleet Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-remote-access.html) // -// * DescribeMatchmakingRuleSets +// Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) // -// * ValidateMatchmakingRuleSet +// Related actions // -// * DeleteMatchmakingRuleSet +// DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs +// by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeMatchmakingConfigurations for usage and error information. +// API operation DescribeInstances for usage and error information. // // Returned Error Types: +// * UnauthorizedException +// The client failed authentication. Clients should not retry such requests. +// // * InvalidRequestException // One or more parameter values in the request are invalid. Correct the invalid // parameter values before retrying. // +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting // period. // -// * UnsupportedRegionException -// The requested operation is not supported in the Region specified. -// -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations -func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error) { - req, out := c.DescribeMatchmakingConfigurationsRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeInstances +func (c *GameLift) DescribeInstances(input *DescribeInstancesInput) (*DescribeInstancesOutput, error) { + req, out := c.DescribeInstancesRequest(input) return out, req.Send() } -// DescribeMatchmakingConfigurationsWithContext is the same as DescribeMatchmakingConfigurations with the addition of +// DescribeInstancesWithContext is the same as DescribeInstances with the addition of // the ability to pass a context and additional request options. // -// See DescribeMatchmakingConfigurations for details on how to use this API operation. +// See DescribeInstances for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error) { - req, out := c.DescribeMatchmakingConfigurationsRequest(input) +func (c *GameLift) DescribeInstancesWithContext(ctx aws.Context, input *DescribeInstancesInput, opts ...request.Option) (*DescribeInstancesOutput, error) { + req, out := c.DescribeInstancesRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -// DescribeMatchmakingConfigurationsPages iterates over the pages of a DescribeMatchmakingConfigurations operation, +// DescribeInstancesPages iterates over the pages of a DescribeInstances operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // -// See DescribeMatchmakingConfigurations method for more information on how to use this operation. +// See DescribeInstances method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // -// // Example iterating over at most 3 pages of a DescribeMatchmakingConfigurations operation. +// // Example iterating over at most 3 pages of a DescribeInstances operation. // pageNum := 0 -// err := client.DescribeMatchmakingConfigurationsPages(params, -// func(page *gamelift.DescribeMatchmakingConfigurationsOutput, lastPage bool) bool { +// err := client.DescribeInstancesPages(params, +// func(page *gamelift.DescribeInstancesOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // -func (c *GameLift) DescribeMatchmakingConfigurationsPages(input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool) error { - return c.DescribeMatchmakingConfigurationsPagesWithContext(aws.BackgroundContext(), input, fn) +func (c *GameLift) DescribeInstancesPages(input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool) error { + return c.DescribeInstancesPagesWithContext(aws.BackgroundContext(), input, fn) } -// DescribeMatchmakingConfigurationsPagesWithContext same as DescribeMatchmakingConfigurationsPages except +// DescribeInstancesPagesWithContext same as DescribeInstancesPages except // it takes a Context and allows setting request options on the pages. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeMatchmakingConfigurationsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool, opts ...request.Option) error { +func (c *GameLift) DescribeInstancesPagesWithContext(ctx aws.Context, input *DescribeInstancesInput, fn func(*DescribeInstancesOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { - var inCpy *DescribeMatchmakingConfigurationsInput + var inCpy *DescribeInstancesInput if input != nil { tmp := *input inCpy = &tmp } - req, _ := c.DescribeMatchmakingConfigurationsRequest(inCpy) + req, _ := c.DescribeInstancesRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil @@ -6254,7 +6403,7 @@ func (c *GameLift) DescribeMatchmakingConfigurationsPagesWithContext(ctx aws.Con } for p.Next() { - if !fn(p.Page().(*DescribeMatchmakingConfigurationsOutput), !p.HasNextPage()) { + if !fn(p.Page().(*DescribeInstancesOutput), !p.HasNextPage()) { break } } @@ -6262,90 +6411,82 @@ func (c *GameLift) DescribeMatchmakingConfigurationsPagesWithContext(ctx aws.Con return p.Err() } -const opDescribeMatchmakingRuleSets = "DescribeMatchmakingRuleSets" +const opDescribeMatchmaking = "DescribeMatchmaking" -// DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the -// client's request for the DescribeMatchmakingRuleSets operation. The "output" return +// DescribeMatchmakingRequest generates a "aws/request.Request" representing the +// client's request for the DescribeMatchmaking operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets +// See DescribeMatchmaking for more information on using the DescribeMatchmaking // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeMatchmakingRuleSetsRequest method. -// req, resp := client.DescribeMatchmakingRuleSetsRequest(params) +// // Example sending a request using the DescribeMatchmakingRequest method. +// req, resp := client.DescribeMatchmakingRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets -func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking +func (c *GameLift) DescribeMatchmakingRequest(input *DescribeMatchmakingInput) (req *request.Request, output *DescribeMatchmakingOutput) { op := &request.Operation{ - Name: opDescribeMatchmakingRuleSets, + Name: opDescribeMatchmaking, HTTPMethod: "POST", HTTPPath: "/", - Paginator: &request.Paginator{ - InputTokens: []string{"NextToken"}, - OutputTokens: []string{"NextToken"}, - LimitToken: "Limit", - TruncationToken: "", - }, } if input == nil { - input = &DescribeMatchmakingRuleSetsInput{} + input = &DescribeMatchmakingInput{} } - output = &DescribeMatchmakingRuleSetsOutput{} + output = &DescribeMatchmakingOutput{} req = c.newRequest(op, input, output) return } -// DescribeMatchmakingRuleSets API operation for Amazon GameLift. -// -// Retrieves the details for FlexMatch matchmaking rule sets. You can request -// all existing rule sets for the Region, or provide a list of one or more rule -// set names. When requesting multiple items, use the pagination parameters -// to retrieve results as a set of sequential pages. If successful, a rule set -// is returned for each requested name. -// -// Learn more -// -// * Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) -// -// Related operations +// DescribeMatchmaking API operation for Amazon GameLift. // -// * CreateMatchmakingConfiguration +// Retrieves one or more matchmaking tickets. Use this operation to retrieve +// ticket information, including--after a successful match is made--connection +// information for the resulting new game session. // -// * DescribeMatchmakingConfigurations +// To request matchmaking tickets, provide a list of up to 10 ticket IDs. If +// the request is successful, a ticket object is returned for each requested +// ID that currently exists. // -// * UpdateMatchmakingConfiguration +// This operation is not designed to be continually called to track matchmaking +// ticket status. This practice can cause you to exceed your API limit, which +// results in errors. Instead, as a best practice, set up an Amazon Simple Notification +// Service (SNS) to receive notifications, and provide the topic ARN in the +// matchmaking configuration. Continuously poling ticket status with DescribeMatchmaking +// should only be used for games in development with low matchmaking usage. // -// * DeleteMatchmakingConfiguration +// Learn more // -// * CreateMatchmakingRuleSet +// Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) // -// * DescribeMatchmakingRuleSets +// Set Up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) // -// * ValidateMatchmakingRuleSet +// Related actions // -// * DeleteMatchmakingRuleSet +// StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | +// StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeMatchmakingRuleSets for usage and error information. +// API operation DescribeMatchmaking for usage and error information. // // Returned Error Types: // * InvalidRequestException @@ -6357,72 +6498,183 @@ func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmaking // the request. Clients can retry such requests immediately or after a waiting // period. // -// * NotFoundException -// A service resource associated with the request could not be found. Clients -// should not retry such requests. -// // * UnsupportedRegionException // The requested operation is not supported in the Region specified. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets -func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error) { - req, out := c.DescribeMatchmakingRuleSetsRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmaking +func (c *GameLift) DescribeMatchmaking(input *DescribeMatchmakingInput) (*DescribeMatchmakingOutput, error) { + req, out := c.DescribeMatchmakingRequest(input) return out, req.Send() } -// DescribeMatchmakingRuleSetsWithContext is the same as DescribeMatchmakingRuleSets with the addition of +// DescribeMatchmakingWithContext is the same as DescribeMatchmaking with the addition of // the ability to pass a context and additional request options. // -// See DescribeMatchmakingRuleSets for details on how to use this API operation. +// See DescribeMatchmaking for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error) { - req, out := c.DescribeMatchmakingRuleSetsRequest(input) +func (c *GameLift) DescribeMatchmakingWithContext(ctx aws.Context, input *DescribeMatchmakingInput, opts ...request.Option) (*DescribeMatchmakingOutput, error) { + req, out := c.DescribeMatchmakingRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -// DescribeMatchmakingRuleSetsPages iterates over the pages of a DescribeMatchmakingRuleSets operation, -// calling the "fn" function with the response data for each page. To stop -// iterating, return false from the fn function. +const opDescribeMatchmakingConfigurations = "DescribeMatchmakingConfigurations" + +// DescribeMatchmakingConfigurationsRequest generates a "aws/request.Request" representing the +// client's request for the DescribeMatchmakingConfigurations operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. // -// See DescribeMatchmakingRuleSets method for more information on how to use this operation. +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. // -// Note: This operation can generate multiple requests to a service. +// See DescribeMatchmakingConfigurations for more information on using the DescribeMatchmakingConfigurations +// API call, and error handling. // -// // Example iterating over at most 3 pages of a DescribeMatchmakingRuleSets operation. +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the DescribeMatchmakingConfigurationsRequest method. +// req, resp := client.DescribeMatchmakingConfigurationsRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations +func (c *GameLift) DescribeMatchmakingConfigurationsRequest(input *DescribeMatchmakingConfigurationsInput) (req *request.Request, output *DescribeMatchmakingConfigurationsOutput) { + op := &request.Operation{ + Name: opDescribeMatchmakingConfigurations, + HTTPMethod: "POST", + HTTPPath: "/", + Paginator: &request.Paginator{ + InputTokens: []string{"NextToken"}, + OutputTokens: []string{"NextToken"}, + LimitToken: "Limit", + TruncationToken: "", + }, + } + + if input == nil { + input = &DescribeMatchmakingConfigurationsInput{} + } + + output = &DescribeMatchmakingConfigurationsOutput{} + req = c.newRequest(op, input, output) + return +} + +// DescribeMatchmakingConfigurations API operation for Amazon GameLift. +// +// Retrieves the details of FlexMatch matchmaking configurations. +// +// This operation offers the following options: (1) retrieve all matchmaking +// configurations, (2) retrieve configurations for a specified list, or (3) +// retrieve all configurations that use a specified rule set name. When requesting +// multiple items, use the pagination parameters to retrieve results as a set +// of sequential pages. +// +// If successful, a configuration is returned for each requested name. When +// specifying a list of names, only configurations that currently exist are +// returned. +// +// Learn more +// +// Setting up FlexMatch matchmakers (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/matchmaker-build.html) +// +// Related actions +// +// CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration +// | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets +// | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation DescribeMatchmakingConfigurations for usage and error information. +// +// Returned Error Types: +// * InvalidRequestException +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * UnsupportedRegionException +// The requested operation is not supported in the Region specified. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingConfigurations +func (c *GameLift) DescribeMatchmakingConfigurations(input *DescribeMatchmakingConfigurationsInput) (*DescribeMatchmakingConfigurationsOutput, error) { + req, out := c.DescribeMatchmakingConfigurationsRequest(input) + return out, req.Send() +} + +// DescribeMatchmakingConfigurationsWithContext is the same as DescribeMatchmakingConfigurations with the addition of +// the ability to pass a context and additional request options. +// +// See DescribeMatchmakingConfigurations for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DescribeMatchmakingConfigurationsWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, opts ...request.Option) (*DescribeMatchmakingConfigurationsOutput, error) { + req, out := c.DescribeMatchmakingConfigurationsRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +// DescribeMatchmakingConfigurationsPages iterates over the pages of a DescribeMatchmakingConfigurations operation, +// calling the "fn" function with the response data for each page. To stop +// iterating, return false from the fn function. +// +// See DescribeMatchmakingConfigurations method for more information on how to use this operation. +// +// Note: This operation can generate multiple requests to a service. +// +// // Example iterating over at most 3 pages of a DescribeMatchmakingConfigurations operation. // pageNum := 0 -// err := client.DescribeMatchmakingRuleSetsPages(params, -// func(page *gamelift.DescribeMatchmakingRuleSetsOutput, lastPage bool) bool { +// err := client.DescribeMatchmakingConfigurationsPages(params, +// func(page *gamelift.DescribeMatchmakingConfigurationsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // -func (c *GameLift) DescribeMatchmakingRuleSetsPages(input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool) error { - return c.DescribeMatchmakingRuleSetsPagesWithContext(aws.BackgroundContext(), input, fn) +func (c *GameLift) DescribeMatchmakingConfigurationsPages(input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool) error { + return c.DescribeMatchmakingConfigurationsPagesWithContext(aws.BackgroundContext(), input, fn) } -// DescribeMatchmakingRuleSetsPagesWithContext same as DescribeMatchmakingRuleSetsPages except +// DescribeMatchmakingConfigurationsPagesWithContext same as DescribeMatchmakingConfigurationsPages except // it takes a Context and allows setting request options on the pages. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribeMatchmakingRuleSetsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool, opts ...request.Option) error { +func (c *GameLift) DescribeMatchmakingConfigurationsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingConfigurationsInput, fn func(*DescribeMatchmakingConfigurationsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { - var inCpy *DescribeMatchmakingRuleSetsInput + var inCpy *DescribeMatchmakingConfigurationsInput if input != nil { tmp := *input inCpy = &tmp } - req, _ := c.DescribeMatchmakingRuleSetsRequest(inCpy) + req, _ := c.DescribeMatchmakingConfigurationsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil @@ -6430,7 +6682,7 @@ func (c *GameLift) DescribeMatchmakingRuleSetsPagesWithContext(ctx aws.Context, } for p.Next() { - if !fn(p.Page().(*DescribeMatchmakingRuleSetsOutput), !p.HasNextPage()) { + if !fn(p.Page().(*DescribeMatchmakingConfigurationsOutput), !p.HasNextPage()) { break } } @@ -6438,35 +6690,35 @@ func (c *GameLift) DescribeMatchmakingRuleSetsPagesWithContext(ctx aws.Context, return p.Err() } -const opDescribePlayerSessions = "DescribePlayerSessions" +const opDescribeMatchmakingRuleSets = "DescribeMatchmakingRuleSets" -// DescribePlayerSessionsRequest generates a "aws/request.Request" representing the -// client's request for the DescribePlayerSessions operation. The "output" return +// DescribeMatchmakingRuleSetsRequest generates a "aws/request.Request" representing the +// client's request for the DescribeMatchmakingRuleSets operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribePlayerSessions for more information on using the DescribePlayerSessions +// See DescribeMatchmakingRuleSets for more information on using the DescribeMatchmakingRuleSets // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribePlayerSessionsRequest method. -// req, resp := client.DescribePlayerSessionsRequest(params) +// // Example sending a request using the DescribeMatchmakingRuleSetsRequest method. +// req, resp := client.DescribeMatchmakingRuleSetsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions -func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets +func (c *GameLift) DescribeMatchmakingRuleSetsRequest(input *DescribeMatchmakingRuleSetsInput) (req *request.Request, output *DescribeMatchmakingRuleSetsOutput) { op := &request.Operation{ - Name: opDescribePlayerSessions, + Name: opDescribeMatchmakingRuleSets, HTTPMethod: "POST", HTTPPath: "/", Paginator: &request.Paginator{ @@ -6478,47 +6730,45 @@ func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsIn } if input == nil { - input = &DescribePlayerSessionsInput{} + input = &DescribeMatchmakingRuleSetsInput{} } - output = &DescribePlayerSessionsOutput{} + output = &DescribeMatchmakingRuleSetsOutput{} req = c.newRequest(op, input, output) return } -// DescribePlayerSessions API operation for Amazon GameLift. -// -// Retrieves properties for one or more player sessions. This operation can -// be used in several ways: (1) provide a PlayerSessionId to request properties -// for a specific player session; (2) provide a GameSessionId to request properties -// for all player sessions in the specified game session; (3) provide a PlayerId -// to request properties for all player sessions of a specified player. -// -// To get game session record(s), specify only one of the following: a player -// session ID, a game session ID, or a player ID. You can filter this request -// by player session status. Use the pagination parameters to retrieve results -// as a set of sequential pages. If successful, a PlayerSession object is returned -// for each session matching the request. +// DescribeMatchmakingRuleSets API operation for Amazon GameLift. // -// Available in Amazon GameLift Local. +// Retrieves the details for FlexMatch matchmaking rule sets. You can request +// all existing rule sets for the Region, or provide a list of one or more rule +// set names. When requesting multiple items, use the pagination parameters +// to retrieve results as a set of sequential pages. If successful, a rule set +// is returned for each requested name. // -// * CreatePlayerSession +// Learn more // -// * CreatePlayerSessions +// * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) // -// * DescribePlayerSessions +// Related actions // -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration +// | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets +// | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribePlayerSessions for usage and error information. +// API operation DescribeMatchmakingRuleSets for usage and error information. // // Returned Error Types: +// * InvalidRequestException +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting @@ -6528,72 +6778,68 @@ func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsIn // A service resource associated with the request could not be found. Clients // should not retry such requests. // -// * InvalidRequestException -// One or more parameter values in the request are invalid. Correct the invalid -// parameter values before retrying. -// -// * UnauthorizedException -// The client failed authentication. Clients should not retry such requests. +// * UnsupportedRegionException +// The requested operation is not supported in the Region specified. // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions -func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error) { - req, out := c.DescribePlayerSessionsRequest(input) +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeMatchmakingRuleSets +func (c *GameLift) DescribeMatchmakingRuleSets(input *DescribeMatchmakingRuleSetsInput) (*DescribeMatchmakingRuleSetsOutput, error) { + req, out := c.DescribeMatchmakingRuleSetsRequest(input) return out, req.Send() } -// DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of +// DescribeMatchmakingRuleSetsWithContext is the same as DescribeMatchmakingRuleSets with the addition of // the ability to pass a context and additional request options. // -// See DescribePlayerSessions for details on how to use this API operation. +// See DescribeMatchmakingRuleSets for details on how to use this API operation. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error) { - req, out := c.DescribePlayerSessionsRequest(input) +func (c *GameLift) DescribeMatchmakingRuleSetsWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, opts ...request.Option) (*DescribeMatchmakingRuleSetsOutput, error) { + req, out := c.DescribeMatchmakingRuleSetsRequest(input) req.SetContext(ctx) req.ApplyOptions(opts...) return out, req.Send() } -// DescribePlayerSessionsPages iterates over the pages of a DescribePlayerSessions operation, +// DescribeMatchmakingRuleSetsPages iterates over the pages of a DescribeMatchmakingRuleSets operation, // calling the "fn" function with the response data for each page. To stop // iterating, return false from the fn function. // -// See DescribePlayerSessions method for more information on how to use this operation. +// See DescribeMatchmakingRuleSets method for more information on how to use this operation. // // Note: This operation can generate multiple requests to a service. // -// // Example iterating over at most 3 pages of a DescribePlayerSessions operation. +// // Example iterating over at most 3 pages of a DescribeMatchmakingRuleSets operation. // pageNum := 0 -// err := client.DescribePlayerSessionsPages(params, -// func(page *gamelift.DescribePlayerSessionsOutput, lastPage bool) bool { +// err := client.DescribeMatchmakingRuleSetsPages(params, +// func(page *gamelift.DescribeMatchmakingRuleSetsOutput, lastPage bool) bool { // pageNum++ // fmt.Println(page) // return pageNum <= 3 // }) // -func (c *GameLift) DescribePlayerSessionsPages(input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool) error { - return c.DescribePlayerSessionsPagesWithContext(aws.BackgroundContext(), input, fn) +func (c *GameLift) DescribeMatchmakingRuleSetsPages(input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool) error { + return c.DescribeMatchmakingRuleSetsPagesWithContext(aws.BackgroundContext(), input, fn) } -// DescribePlayerSessionsPagesWithContext same as DescribePlayerSessionsPages except +// DescribeMatchmakingRuleSetsPagesWithContext same as DescribeMatchmakingRuleSetsPages except // it takes a Context and allows setting request options on the pages. // // The context must be non-nil and will be used for request cancellation. If // the context is nil a panic will occur. In the future the SDK may create // sub-contexts for http.Requests. See https://golang.org/pkg/context/ // for more information on using Contexts. -func (c *GameLift) DescribePlayerSessionsPagesWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool, opts ...request.Option) error { +func (c *GameLift) DescribeMatchmakingRuleSetsPagesWithContext(ctx aws.Context, input *DescribeMatchmakingRuleSetsInput, fn func(*DescribeMatchmakingRuleSetsOutput, bool) bool, opts ...request.Option) error { p := request.Pagination{ NewRequest: func() (*request.Request, error) { - var inCpy *DescribePlayerSessionsInput + var inCpy *DescribeMatchmakingRuleSetsInput if input != nil { tmp := *input inCpy = &tmp } - req, _ := c.DescribePlayerSessionsRequest(inCpy) + req, _ := c.DescribeMatchmakingRuleSetsRequest(inCpy) req.SetContext(ctx) req.ApplyOptions(opts...) return req, nil @@ -6601,7 +6847,7 @@ func (c *GameLift) DescribePlayerSessionsPagesWithContext(ctx aws.Context, input } for p.Next() { - if !fn(p.Page().(*DescribePlayerSessionsOutput), !p.HasNextPage()) { + if !fn(p.Page().(*DescribeMatchmakingRuleSetsOutput), !p.HasNextPage()) { break } } @@ -6609,95 +6855,263 @@ func (c *GameLift) DescribePlayerSessionsPagesWithContext(ctx aws.Context, input return p.Err() } -const opDescribeRuntimeConfiguration = "DescribeRuntimeConfiguration" +const opDescribePlayerSessions = "DescribePlayerSessions" -// DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the -// client's request for the DescribeRuntimeConfiguration operation. The "output" return +// DescribePlayerSessionsRequest generates a "aws/request.Request" representing the +// client's request for the DescribePlayerSessions operation. The "output" return // value will be populated with the request's response once the request completes // successfully. // // Use "Send" method on the returned Request to send the API call to the service. // the "output" return value is not valid until after Send returns without error. // -// See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration +// See DescribePlayerSessions for more information on using the DescribePlayerSessions // API call, and error handling. // // This method is useful when you want to inject custom logic or configuration // into the SDK's request lifecycle. Such as custom headers, or retry logic. // // -// // Example sending a request using the DescribeRuntimeConfigurationRequest method. -// req, resp := client.DescribeRuntimeConfigurationRequest(params) +// // Example sending a request using the DescribePlayerSessionsRequest method. +// req, resp := client.DescribePlayerSessionsRequest(params) // // err := req.Send() // if err == nil { // resp is now filled // fmt.Println(resp) // } // -// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration -func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput) { +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions +func (c *GameLift) DescribePlayerSessionsRequest(input *DescribePlayerSessionsInput) (req *request.Request, output *DescribePlayerSessionsOutput) { op := &request.Operation{ - Name: opDescribeRuntimeConfiguration, + Name: opDescribePlayerSessions, HTTPMethod: "POST", HTTPPath: "/", + Paginator: &request.Paginator{ + InputTokens: []string{"NextToken"}, + OutputTokens: []string{"NextToken"}, + LimitToken: "Limit", + TruncationToken: "", + }, } if input == nil { - input = &DescribeRuntimeConfigurationInput{} + input = &DescribePlayerSessionsInput{} } - output = &DescribeRuntimeConfigurationOutput{} + output = &DescribePlayerSessionsOutput{} req = c.newRequest(op, input, output) return } -// DescribeRuntimeConfiguration API operation for Amazon GameLift. -// -// Retrieves a fleet's runtime configuration settings. The runtime configuration -// tells Amazon GameLift which server processes to run (and how) on each instance -// in the fleet. -// -// To get a runtime configuration, specify the fleet's unique identifier. If -// successful, a RuntimeConfiguration object is returned for the requested fleet. -// If the requested fleet has been deleted, the result set is empty. +// DescribePlayerSessions API operation for Amazon GameLift. // -// Learn more +// Retrieves properties for one or more player sessions. // -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// This action can be used in the following ways: // -// Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html) +// * To retrieve a specific player session, provide the player session ID +// only. // -// Related operations +// * To retrieve all player sessions in a game session, provide the game +// session ID only. // -// * CreateFleet +// * To retrieve all player sessions for a specific player, provide a player +// ID only. // -// * ListFleets +// To request player sessions, specify either a player session ID, game session +// ID, or player ID. You can filter this request by player session status. Use +// the pagination parameters to retrieve results as a set of sequential pages. // -// * DeleteFleet +// If successful, a PlayerSession object is returned for each session that matches +// the request. // -// * Describe fleets: DescribeFleetAttributes DescribeFleetCapacity DescribeFleetPortSettings -// DescribeFleetUtilization DescribeRuntimeConfiguration DescribeEC2InstanceLimits -// DescribeFleetEvents +// Available in Amazon GameLift Local. // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement +// | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. // // See the AWS API reference guide for Amazon GameLift's -// API operation DescribeRuntimeConfiguration for usage and error information. +// API operation DescribePlayerSessions for usage and error information. // // Returned Error Types: -// * UnauthorizedException -// The client failed authentication. Clients should not retry such requests. -// -// * NotFoundException -// A service resource associated with the request could not be found. Clients -// should not retry such requests. -// +// * InternalServiceException +// The service encountered an unrecoverable internal failure while processing +// the request. Clients can retry such requests immediately or after a waiting +// period. +// +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// +// * InvalidRequestException +// One or more parameter values in the request are invalid. Correct the invalid +// parameter values before retrying. +// +// * UnauthorizedException +// The client failed authentication. Clients should not retry such requests. +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribePlayerSessions +func (c *GameLift) DescribePlayerSessions(input *DescribePlayerSessionsInput) (*DescribePlayerSessionsOutput, error) { + req, out := c.DescribePlayerSessionsRequest(input) + return out, req.Send() +} + +// DescribePlayerSessionsWithContext is the same as DescribePlayerSessions with the addition of +// the ability to pass a context and additional request options. +// +// See DescribePlayerSessions for details on how to use this API operation. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DescribePlayerSessionsWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, opts ...request.Option) (*DescribePlayerSessionsOutput, error) { + req, out := c.DescribePlayerSessionsRequest(input) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return out, req.Send() +} + +// DescribePlayerSessionsPages iterates over the pages of a DescribePlayerSessions operation, +// calling the "fn" function with the response data for each page. To stop +// iterating, return false from the fn function. +// +// See DescribePlayerSessions method for more information on how to use this operation. +// +// Note: This operation can generate multiple requests to a service. +// +// // Example iterating over at most 3 pages of a DescribePlayerSessions operation. +// pageNum := 0 +// err := client.DescribePlayerSessionsPages(params, +// func(page *gamelift.DescribePlayerSessionsOutput, lastPage bool) bool { +// pageNum++ +// fmt.Println(page) +// return pageNum <= 3 +// }) +// +func (c *GameLift) DescribePlayerSessionsPages(input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool) error { + return c.DescribePlayerSessionsPagesWithContext(aws.BackgroundContext(), input, fn) +} + +// DescribePlayerSessionsPagesWithContext same as DescribePlayerSessionsPages except +// it takes a Context and allows setting request options on the pages. +// +// The context must be non-nil and will be used for request cancellation. If +// the context is nil a panic will occur. In the future the SDK may create +// sub-contexts for http.Requests. See https://golang.org/pkg/context/ +// for more information on using Contexts. +func (c *GameLift) DescribePlayerSessionsPagesWithContext(ctx aws.Context, input *DescribePlayerSessionsInput, fn func(*DescribePlayerSessionsOutput, bool) bool, opts ...request.Option) error { + p := request.Pagination{ + NewRequest: func() (*request.Request, error) { + var inCpy *DescribePlayerSessionsInput + if input != nil { + tmp := *input + inCpy = &tmp + } + req, _ := c.DescribePlayerSessionsRequest(inCpy) + req.SetContext(ctx) + req.ApplyOptions(opts...) + return req, nil + }, + } + + for p.Next() { + if !fn(p.Page().(*DescribePlayerSessionsOutput), !p.HasNextPage()) { + break + } + } + + return p.Err() +} + +const opDescribeRuntimeConfiguration = "DescribeRuntimeConfiguration" + +// DescribeRuntimeConfigurationRequest generates a "aws/request.Request" representing the +// client's request for the DescribeRuntimeConfiguration operation. The "output" return +// value will be populated with the request's response once the request completes +// successfully. +// +// Use "Send" method on the returned Request to send the API call to the service. +// the "output" return value is not valid until after Send returns without error. +// +// See DescribeRuntimeConfiguration for more information on using the DescribeRuntimeConfiguration +// API call, and error handling. +// +// This method is useful when you want to inject custom logic or configuration +// into the SDK's request lifecycle. Such as custom headers, or retry logic. +// +// +// // Example sending a request using the DescribeRuntimeConfigurationRequest method. +// req, resp := client.DescribeRuntimeConfigurationRequest(params) +// +// err := req.Send() +// if err == nil { // resp is now filled +// fmt.Println(resp) +// } +// +// See also, https://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/DescribeRuntimeConfiguration +func (c *GameLift) DescribeRuntimeConfigurationRequest(input *DescribeRuntimeConfigurationInput) (req *request.Request, output *DescribeRuntimeConfigurationOutput) { + op := &request.Operation{ + Name: opDescribeRuntimeConfiguration, + HTTPMethod: "POST", + HTTPPath: "/", + } + + if input == nil { + input = &DescribeRuntimeConfigurationInput{} + } + + output = &DescribeRuntimeConfigurationOutput{} + req = c.newRequest(op, input, output) + return +} + +// DescribeRuntimeConfiguration API operation for Amazon GameLift. +// +// Retrieves a fleet's runtime configuration settings. The runtime configuration +// tells GameLift which server processes to run (and how) on each instance in +// the fleet. +// +// To get the runtime configuration that is currently in forces for a fleet, +// provide the fleet ID. +// +// If successful, a RuntimeConfiguration object is returned for the requested +// fleet. If the requested fleet has been deleted, the result set is empty. +// +// Learn more +// +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// +// Running multiple processes on a fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html) +// +// Related actions +// +// ListFleets | DescribeEC2InstanceLimits | DescribeFleetAttributes | DescribeFleetCapacity +// | DescribeFleetEvents | DescribeFleetLocationAttributes | DescribeFleetPortSettings +// | DescribeFleetUtilization | DescribeRuntimeConfiguration | DescribeScalingPolicies +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) +// +// Returns awserr.Error for service API and SDK errors. Use runtime type assertions +// with awserr.Error's Code and Message methods to get detailed information about +// the error. +// +// See the AWS API reference guide for Amazon GameLift's +// API operation DescribeRuntimeConfiguration for usage and error information. +// +// Returned Error Types: +// * UnauthorizedException +// The client failed authentication. Clients should not retry such requests. +// +// * NotFoundException +// A service resource associated with the request could not be found. Clients +// should not retry such requests. +// // * InternalServiceException // The service encountered an unrecoverable internal failure while processing // the request. Clients can retry such requests immediately or after a waiting @@ -6791,16 +7205,11 @@ func (c *GameLift) DescribeScalingPoliciesRequest(input *DescribeScalingPolicies // remains ACTIVE. To see whether a fleet's scaling policies are in force or // suspended, call DescribeFleetAttributes and check the stopped actions. // -// * DescribeFleetCapacity -// -// * UpdateFleetCapacity +// Related actions // -// * DescribeEC2InstanceLimits -// -// * Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies -// (auto-scaling) DeleteScalingPolicy (auto-scaling) -// -// * Manage fleet actions: StartFleetActions StopFleetActions +// DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | +// PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions +// | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -6953,17 +7362,10 @@ func (c *GameLift) DescribeScriptRequest(input *DescribeScriptInput) (req *reque // // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) // -// Related operations -// -// * CreateScript -// -// * ListScripts +// Related actions // -// * DescribeScript -// -// * UpdateScript -// -// * DeleteScript +// CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -7059,17 +7461,11 @@ func (c *GameLift) DescribeVpcPeeringAuthorizationsRequest(input *DescribeVpcPee // This operation returns all VPC peering authorizations and requests for peering. // This includes those initiated and received by this account. // -// * CreateVpcPeeringAuthorization -// -// * DescribeVpcPeeringAuthorizations -// -// * DeleteVpcPeeringAuthorization +// Related actions // -// * CreateVpcPeeringConnection -// -// * DescribeVpcPeeringConnections -// -// * DeleteVpcPeeringConnection +// CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization +// | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -7166,17 +7562,11 @@ func (c *GameLift) DescribeVpcPeeringConnectionsRequest(input *DescribeVpcPeerin // the retrieved information includes both active and pending connections. Active // connections identify the IpV4 CIDR block that the VPC uses to connect. // -// * CreateVpcPeeringAuthorization -// -// * DescribeVpcPeeringAuthorizations -// -// * DeleteVpcPeeringAuthorization +// Related actions // -// * CreateVpcPeeringConnection -// -// * DescribeVpcPeeringConnections -// -// * DeleteVpcPeeringConnection +// CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization +// | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -7269,28 +7659,19 @@ func (c *GameLift) GetGameSessionLogUrlRequest(input *GetGameSessionLogUrlInput) // GetGameSessionLogUrl API operation for Amazon GameLift. // // Retrieves the location of stored game session logs for a specified game session. -// When a game session is terminated, Amazon GameLift automatically stores the -// logs in Amazon S3 and retains them for 14 days. Use this URL to download -// the logs. +// When a game session is terminated, GameLift automatically stores the logs +// in Amazon S3 and retains them for 14 days. Use this URL to download the logs. // // See the AWS Service Limits (https://docs.aws.amazon.com/general/latest/gr/aws_service_limits.html#limits_gamelift) // page for maximum log file sizes. Log files that exceed this limit are not // saved. // -// * CreateGameSession -// -// * DescribeGameSessions -// -// * DescribeGameSessionDetails +// Related actions // -// * SearchGameSessions -// -// * UpdateGameSession -// -// * GetGameSessionLogUrl -// -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions +// | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | +// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -7386,14 +7767,13 @@ func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req // gathering benchmarking data, or observing activity in real time. // // To remotely access an instance, you need credentials that match the operating -// system of the instance. For a Windows instance, Amazon GameLift returns a -// user name and password as strings for use with a Windows Remote Desktop client. -// For a Linux instance, Amazon GameLift returns a user name and RSA private -// key, also as strings, for use with an SSH client. The private key must be -// saved in the proper format to a .pem file before using. If you're making -// this request using the AWS CLI, saving the secret can be handled as part -// of the GetInstanceAccess request, as shown in one of the examples for this -// operation. +// system of the instance. For a Windows instance, GameLift returns a user name +// and password as strings for use with a Windows Remote Desktop client. For +// a Linux instance, GameLift returns a user name and RSA private key, also +// as strings, for use with an SSH client. The private key must be saved in +// the proper format to a .pem file before using. If you're making this request +// using the AWS CLI, saving the secret can be handled as part of the GetInstanceAccess +// request, as shown in one of the examples for this operation. // // To request access to a specific instance, specify the IDs of both the instance // and the fleet it belongs to. You can retrieve a fleet's instance IDs by calling @@ -7406,11 +7786,10 @@ func (c *GameLift) GetInstanceAccessRequest(input *GetInstanceAccessInput) (req // // Debug Fleet Issues (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-creating-debug.html) // -// Related operations -// -// * DescribeInstances +// Related actions // -// * GetInstanceAccess +// DescribeInstances | GetInstanceAccess | DescribeEC2InstanceLimits | All APIs +// by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -7514,17 +7893,10 @@ func (c *GameLift) ListAliasesRequest(input *ListAliasesInput) (req *request.Req // // Returned aliases are not listed in any particular order. // -// * CreateAlias -// -// * ListAliases -// -// * DescribeAlias -// -// * UpdateAlias -// -// * DeleteAlias +// Related actions // -// * ResolveAlias +// CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -7681,17 +8053,10 @@ func (c *GameLift) ListBuildsRequest(input *ListBuildsInput) (req *request.Reque // // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // -// Related operations +// Related actions // -// * CreateBuild -// -// * ListBuilds -// -// * DescribeBuild -// -// * UpdateBuild -// -// * DeleteBuild +// CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All +// APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -7837,30 +8202,43 @@ func (c *GameLift) ListFleetsRequest(input *ListFleetsInput) (req *request.Reque // ListFleets API operation for Amazon GameLift. // -// Retrieves a collection of fleet resources for this AWS account. You can filter -// the result set to find only those fleets that are deployed with a specific -// build or script. Use the pagination parameters to retrieve results in sequential -// pages. +// Retrieves a collection of fleet resources in an AWS Region. You can call +// this operation to get fleets in a previously selected default Region (see +// https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html +// (https://docs.aws.amazon.com/credref/latest/refdocs/setting-global-region.html)or +// specify a Region in your request. You can filter the result set to find only +// those fleets that are deployed with a specific build or script. For fleets +// that have multiple locations, this operation retrieves fleets based on their +// home Region only. // -// Fleet resources are not listed in a particular order. +// This operation can be used in the following ways: // -// Learn more +// * To get a list of all fleets in a Region, don't provide a build or script +// identifier. // -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// * To get a list of all fleets where a specific custom game build is deployed, +// provide the build ID. // -// Related operations +// * To get a list of all Realtime Servers fleets with a specific configuration +// script, provide the script ID. // -// * CreateFleet +// Use the pagination parameters to retrieve results as a set of sequential +// pages. // -// * ListFleets +// If successful, a list of fleet IDs that match the request parameters is returned. +// A NextToken value is also returned if there are more result pages to retrieve. +// +// Fleet resources are not listed in a particular order. // -// * DeleteFleet +// Learn more // -// * DescribeFleetAttributes +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits +// | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes +// | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -8010,8 +8388,8 @@ func (c *GameLift) ListGameServerGroupsRequest(input *ListGameServerGroupsInput) // ListGameServerGroups API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // // Retrieves information on all game servers groups that exist in the current // AWS account for the selected Region. Use the pagination parameters to retrieve @@ -8021,23 +8399,11 @@ func (c *GameLift) ListGameServerGroupsRequest(input *ListGameServerGroupsInput) // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// Related operations -// -// * CreateGameServerGroup -// -// * ListGameServerGroups -// -// * DescribeGameServerGroup +// Related actions // -// * UpdateGameServerGroup -// -// * DeleteGameServerGroup -// -// * ResumeGameServerGroup -// -// * SuspendGameServerGroup -// -// * DescribeGameServerInstances +// CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | +// UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup +// | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -8183,8 +8549,8 @@ func (c *GameLift) ListGameServersRequest(input *ListGameServersInput) (req *req // ListGameServers API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // // Retrieves information on all game servers that are currently active in a // specified game server group. You can opt to sort the list by game server @@ -8195,19 +8561,10 @@ func (c *GameLift) ListGameServersRequest(input *ListGameServersInput) (req *req // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// Related operations -// -// * RegisterGameServer -// -// * ListGameServers -// -// * ClaimGameServer -// -// * DescribeGameServer +// Related actions // -// * UpdateGameServer -// -// * DeregisterGameServer +// RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer +// | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -8360,17 +8717,10 @@ func (c *GameLift) ListScriptsRequest(input *ListScriptsInput) (req *request.Req // // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) // -// Related operations -// -// * CreateScript -// -// * ListScripts -// -// * DescribeScript +// Related actions // -// * UpdateScript -// -// * DeleteScript +// CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -8538,13 +8888,9 @@ func (c *GameLift) ListTagsForResourceRequest(input *ListTagsForResourceInput) ( // // AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) // -// Related operations -// -// * TagResource +// Related actions // -// * UntagResource -// -// * ListTagsForResource +// TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -8713,16 +9059,11 @@ func (c *GameLift) PutScalingPolicyRequest(input *PutScalingPolicyInput) (req *r // successfully created. If the fleet's auto-scaling actions are temporarily // suspended, the new policy will be in force once the fleet actions are restarted. // -// * DescribeFleetCapacity -// -// * UpdateFleetCapacity +// Related actions // -// * DescribeEC2InstanceLimits -// -// * Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies -// (auto-scaling) DeleteScalingPolicy (auto-scaling) -// -// * Manage fleet actions: StartFleetActions StopFleetActions +// DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | +// PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions +// | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -8814,8 +9155,8 @@ func (c *GameLift) RegisterGameServerRequest(input *RegisterGameServerInput) (re // RegisterGameServer API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // // Creates a new game server resource and notifies GameLift FleetIQ that the // game server is ready to host gameplay and players. This operation is called @@ -8839,19 +9180,10 @@ func (c *GameLift) RegisterGameServerRequest(input *RegisterGameServerInput) (re // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// Related operations -// -// * RegisterGameServer -// -// * ListGameServers +// Related actions // -// * ClaimGameServer -// -// * DescribeGameServer -// -// * UpdateGameServer -// -// * DeregisterGameServer +// RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer +// | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -8960,17 +9292,10 @@ func (c *GameLift) RequestUploadCredentialsRequest(input *RequestUploadCredentia // // Create a Build with Files in S3 (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-cli-uploading.html#gamelift-build-cli-uploading-create-build) // -// Related operations -// -// * CreateBuild +// Related actions // -// * ListBuilds -// -// * DescribeBuild -// -// * UpdateBuild -// -// * DeleteBuild +// CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All +// APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -9064,17 +9389,10 @@ func (c *GameLift) ResolveAliasRequest(input *ResolveAliasInput) (req *request.R // // Retrieves the fleet ID that an alias is currently pointing to. // -// * CreateAlias -// -// * ListAliases +// Related actions // -// * DescribeAlias -// -// * UpdateAlias -// -// * DeleteAlias -// -// * ResolveAlias +// CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -9173,8 +9491,8 @@ func (c *GameLift) ResumeGameServerGroupRequest(input *ResumeGameServerGroupInpu // ResumeGameServerGroup API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // // Reinstates activity on a game server group after it has been suspended. A // game server group might be suspended by theSuspendGameServerGroup operation, @@ -9191,23 +9509,11 @@ func (c *GameLift) ResumeGameServerGroupRequest(input *ResumeGameServerGroupInpu // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// Related operations -// -// * CreateGameServerGroup +// Related actions // -// * ListGameServerGroups -// -// * DescribeGameServerGroup -// -// * UpdateGameServerGroup -// -// * DeleteGameServerGroup -// -// * ResumeGameServerGroup -// -// * SuspendGameServerGroup -// -// * DescribeGameServerInstances +// CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | +// UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup +// | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -9306,8 +9612,31 @@ func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (re // SearchGameSessions API operation for Amazon GameLift. // // Retrieves all active game sessions that match a set of search criteria and -// sorts them in a specified order. You can search or sort by the following -// game session attributes: +// sorts them into a specified order. +// +// When searching for game sessions, you specify exactly where you want to search +// and provide a search filter expression, a sort expression, or both. A search +// request can search only one fleet, but it can search all of a fleet's locations. +// +// This operation can be used in the following ways: +// +// * To search all game sessions that are currently running on all locations +// in a fleet, provide a fleet or alias ID. This approach returns game sessions +// in the fleet's home Region and all remote locations that fit the search +// criteria. +// +// * To search all game sessions that are currently running on a specific +// fleet location, provide a fleet or alias ID and a location name. For location, +// you can specify a fleet's home Region or any remote location. +// +// Use the pagination parameters to retrieve results as a set of sequential +// pages. +// +// If successful, a GameSession object is returned for each game session that +// matches the request. Search finds game sessions that are in ACTIVE status +// only. To retrieve information on game sessions in other statuses, use DescribeGameSessions. +// +// You can search or sort by the following game session attributes: // // * gameSessionId -- A unique identifier for the game session. You can use // either a GameSessionId or GameSessionArn value. @@ -9345,30 +9674,12 @@ func (c *GameLift) SearchGameSessionsRequest(input *SearchGameSessionsInput) (re // a snapshot in time. Be sure to refresh search results often, and handle sessions // that fill up before a player can join. // -// To search or sort, specify either a fleet ID or an alias ID, and provide -// a search filter expression, a sort expression, or both. If successful, a -// collection of GameSession objects matching the request is returned. Use the -// pagination parameters to retrieve results as a set of sequential pages. -// -// You can search for game sessions one fleet at a time only. To find game sessions -// across multiple fleets, you must search each fleet separately and combine -// the results. This search feature finds only game sessions that are in ACTIVE -// status. To locate games in statuses other than active, use DescribeGameSessionDetails. +// Related actions // -// * CreateGameSession -// -// * DescribeGameSessions -// -// * DescribeGameSessionDetails -// -// * SearchGameSessions -// -// * UpdateGameSession -// -// * GetGameSessionLogUrl -// -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions +// | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | +// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -9514,38 +9825,38 @@ func (c *GameLift) StartFleetActionsRequest(input *StartFleetActionsInput) (req output = &StartFleetActionsOutput{} req = c.newRequest(op, input, output) - req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // StartFleetActions API operation for Amazon GameLift. // -// Resumes activity on a fleet that was suspended with StopFleetActions. Currently, -// this operation is used to restart a fleet's auto-scaling activity. +// Resumes certain types of activity on fleet instances that were suspended +// with StopFleetActions. For multi-location fleets, fleet actions are managed +// separately for each location. Currently, this operation is used to restart +// a fleet's auto-scaling activity. // -// To start fleet actions, specify the fleet ID and the type of actions to restart. -// When auto-scaling fleet actions are restarted, Amazon GameLift once again -// initiates scaling events as triggered by the fleet's scaling policies. If -// actions on the fleet were never stopped, this operation will have no effect. -// You can view a fleet's stopped actions using DescribeFleetAttributes. +// This operation can be used in the following ways: // -// Learn more +// * To restart actions on instances in the fleet's home Region, provide +// a fleet ID and the type of actions to resume. // -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) -// -// Related operations +// * To restart actions on instances in one of the fleet's remote locations, +// provide a fleet ID, a location name, and the type of actions to resume. // -// * CreateFleet +// If successful, GameLift once again initiates scaling events as triggered +// by the fleet's scaling policies. If actions on the fleet location were never +// stopped, this operation will have no effect. You can view a fleet's stopped +// actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. // -// * ListFleets -// -// * DeleteFleet +// Learn more // -// * DescribeFleetAttributes +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits +// | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes +// | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -9680,20 +9991,12 @@ func (c *GameLift) StartGameSessionPlacementRequest(input *StartGameSessionPlace // placement request times out, you can resubmit the request or retry it with // a different queue. // -// * CreateGameSession -// -// * DescribeGameSessions -// -// * DescribeGameSessionDetails -// -// * SearchGameSessions -// -// * UpdateGameSession +// Related actions // -// * GetGameSessionLogUrl -// -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions +// | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | +// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -9785,48 +10088,48 @@ func (c *GameLift) StartMatchBackfillRequest(input *StartMatchBackfillInput) (re // StartMatchBackfill API operation for Amazon GameLift. // -// Finds new players to fill open slots in an existing game session. This operation -// can be used to add players to matched games that start with fewer than the -// maximum number of players or to replace players when they drop out. By backfilling -// with the same matchmaker used to create the original match, you ensure that -// new players meet the match criteria and maintain a consistent experience -// throughout the game session. You can backfill a match anytime after a game -// session has been created. -// -// To request a match backfill, specify a unique ticket ID, the existing game -// session's ARN, a matchmaking configuration, and a set of data that describes -// all current players in the game session. If successful, a match backfill -// ticket is created and returned with status set to QUEUED. The ticket is placed -// in the matchmaker's ticket pool and processed. Track the status of the ticket -// to respond as needed. -// -// The process of finding backfill matches is essentially identical to the initial -// matchmaking process. The matchmaker searches the pool and groups tickets -// together to form potential matches, allowing only one backfill ticket per -// potential match. Once the a match is formed, the matchmaker creates player -// sessions for the new players. All tickets in the match are updated with the -// game session's connection information, and the GameSession object is updated -// to include matchmaker data on the new players. For more detail on how match -// backfill requests are processed, see How Amazon GameLift FlexMatch Works -// (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html). +// Finds new players to fill open slots in currently running game sessions. +// The backfill match process is essentially identical to the process of forming +// new matches. Backfill requests use the same matchmaker that was used to make +// the original match, and they provide matchmaking data for all players currently +// in the game session. FlexMatch uses this information to select new players +// so that backfilled match continues to meet the original match requirements. +// +// When using FlexMatch with GameLift managed hosting, you can request a backfill +// match from a client service by calling this operation with a GameSession +// identifier. You also have the option of making backfill requests directly +// from your game server. In response to a request, FlexMatch creates player +// sessions for the new players, updates the GameSession resource, and sends +// updated matchmaking data to the game server. You can request a backfill match +// at any point after a game session is started. Each game session can have +// only one active backfill request at a time; a subsequent request automatically +// replaces the earlier request. +// +// When using FlexMatch as a standalone component, request a backfill match +// by calling this operation without a game session identifier. As with newly +// formed matches, matchmaking results are returned in a matchmaking event so +// that your game can update the game session that is being backfilled. +// +// To request a backfill match, specify a unique ticket ID, the original matchmaking +// configuration, and matchmaking data for all current players in the game session +// being backfilled. Optionally, specify the GameSession ARN. If successful, +// a match backfill ticket is created and returned with status set to QUEUED. +// Track the status of backfill tickets using the same method for tracking tickets +// for new matches. // // Learn more // -// Backfill Existing Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html) -// -// How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) -// -// Related operations -// -// * StartMatchmaking +// Backfill existing games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html) // -// * DescribeMatchmaking +// Matchmaking events (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-events.html) +// (reference) // -// * StopMatchmaking +// How GameLift FlexMatch works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) // -// * AcceptMatch +// Related actions // -// * StartMatchBackfill +// StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | +// StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -9919,47 +10222,36 @@ func (c *GameLift) StartMatchmakingRequest(input *StartMatchmakingInput) (req *r // StartMatchmaking API operation for Amazon GameLift. // // Uses FlexMatch to create a game match for a group of players based on custom -// matchmaking rules. If you're also using GameLift hosting, a new game session -// is started for the matched players. Each matchmaking request identifies one -// or more players to find a match for, and specifies the type of match to build, -// including the team configuration and the rules for an acceptable match. When -// a matchmaking request identifies a group of players who want to play together, -// FlexMatch finds additional players to fill the match. Match type, rules, -// and other features are defined in a MatchmakingConfiguration. +// matchmaking rules. With games that use GameLift managed hosting, this operation +// also triggers GameLift to find hosting resources and start a new game session +// for the new match. Each matchmaking request includes information on one or +// more players and specifies the FlexMatch matchmaker to use. When a request +// is for multiple players, FlexMatch attempts to build a match that includes +// all players in the request, placing them in the same team and finding additional +// players as needed to fill the match. // // To start matchmaking, provide a unique ticket ID, specify a matchmaking configuration, -// and include the players to be matched. For each player, you must also include -// the player attribute values that are required by the matchmaking configuration -// (in the rule set). If successful, a matchmaking ticket is returned with status -// set to QUEUED. +// and include the players to be matched. You must also include any player attributes +// that are required by the matchmaking configuration's rule set. If successful, +// a matchmaking ticket is returned with status set to QUEUED. // -// Track the status of the ticket to respond as needed. If you're also using -// GameLift hosting, a successfully completed ticket contains game session connection -// information. Ticket status updates are tracked using event notification through -// Amazon Simple Notification Service (SNS), which is defined in the matchmaking -// configuration. +// Track matchmaking events to respond as needed and acquire game session connection +// information for successfully completed matches. Ticket status updates are +// tracked using event notification through Amazon Simple Notification Service +// (SNS), which is defined in the matchmaking configuration. // // Learn more // -// Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) -// -// Set Up FlexMatch Event Notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) -// -// FlexMatch Integration Roadmap (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-tasks.html) -// -// How GameLift FlexMatch Works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) -// -// Related operations +// Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) // -// * StartMatchmaking +// Set Up FlexMatch event notification (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) // -// * DescribeMatchmaking +// How GameLift FlexMatch works (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/gamelift-match.html) // -// * StopMatchmaking +// Related actions // -// * AcceptMatch -// -// * StartMatchBackfill +// StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | +// StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -10046,39 +10338,42 @@ func (c *GameLift) StopFleetActionsRequest(input *StopFleetActionsInput) (req *r output = &StopFleetActionsOutput{} req = c.newRequest(op, input, output) - req.Handlers.Unmarshal.Swap(jsonrpc.UnmarshalHandler.Name, protocol.UnmarshalDiscardBodyHandler) return } // StopFleetActions API operation for Amazon GameLift. // -// Suspends activity on a fleet. Currently, this operation is used to stop a -// fleet's auto-scaling activity. It is used to temporarily stop triggering -// scaling events. The policies can be retained and auto-scaling activity can -// be restarted using StartFleetActions. You can view a fleet's stopped actions -// using DescribeFleetAttributes. +// Suspends certain types of activity in a fleet location. Currently, this operation +// is used to stop auto-scaling activity. For multi-location fleets, fleet actions +// are managed separately for each location. // -// To stop fleet actions, specify the fleet ID and the type of actions to suspend. -// When auto-scaling fleet actions are stopped, Amazon GameLift no longer initiates -// scaling events except in response to manual changes using UpdateFleetCapacity. -// -// Learn more +// Stopping fleet actions has several potential purposes. It allows you to temporarily +// stop auto-scaling activity but retain your scaling policies for use in the +// future. For multi-location fleets, you can set up fleet-wide auto-scaling, +// and then opt out of it for certain locations. // -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// This operation can be used in the following ways: // -// Related operations +// * To stop actions on instances in the fleet's home Region, provide a fleet +// ID and the type of actions to suspend. // -// * CreateFleet +// * To stop actions on instances in one of the fleet's remote locations, +// provide a fleet ID, a location name, and the type of actions to suspend. // -// * ListFleets +// If successful, GameLift no longer initiates scaling events except in response +// to manual changes using UpdateFleetCapacity. You can view a fleet's stopped +// actions using DescribeFleetAttributes or DescribeFleetLocationAttributes. +// Suspended activity can be restarted using StartFleetActions. // -// * DeleteFleet +// Learn more // -// * DescribeFleetAttributes +// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// CreateFleet | UpdateFleetCapacity | PutScalingPolicy | DescribeEC2InstanceLimits +// | DescribeFleetAttributes | DescribeFleetLocationAttributes | UpdateFleetAttributes +// | StopFleetActions | DeleteFleet | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -10174,20 +10469,12 @@ func (c *GameLift) StopGameSessionPlacementRequest(input *StopGameSessionPlaceme // provide the placement ID values. If successful, the placement is moved to // CANCELLED status. // -// * CreateGameSession -// -// * DescribeGameSessions +// Related actions // -// * DescribeGameSessionDetails -// -// * SearchGameSessions -// -// * UpdateGameSession -// -// * GetGameSessionLogUrl -// -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions +// | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | +// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -10294,19 +10581,12 @@ func (c *GameLift) StopMatchmakingRequest(input *StopMatchmakingInput) (req *req // // Learn more // -// Add FlexMatch to a Game Client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) -// -// Related operations -// -// * StartMatchmaking -// -// * DescribeMatchmaking -// -// * StopMatchmaking +// Add FlexMatch to a game client (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-client.html) // -// * AcceptMatch +// Related actions // -// * StartMatchBackfill +// StartMatchmaking | DescribeMatchmaking | StopMatchmaking | AcceptMatch | +// StartMatchBackfill | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -10398,8 +10678,8 @@ func (c *GameLift) SuspendGameServerGroupRequest(input *SuspendGameServerGroupIn // SuspendGameServerGroup API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // // Temporarily stops activity on a game server group without terminating instances // or the game server group. You can restart activity by calling ResumeGameServerGroup. @@ -10422,23 +10702,11 @@ func (c *GameLift) SuspendGameServerGroupRequest(input *SuspendGameServerGroupIn // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// Related operations +// Related actions // -// * CreateGameServerGroup -// -// * ListGameServerGroups -// -// * DescribeGameServerGroup -// -// * UpdateGameServerGroup -// -// * DeleteGameServerGroup -// -// * ResumeGameServerGroup -// -// * SuspendGameServerGroup -// -// * DescribeGameServerInstances +// CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | +// UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup +// | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -10563,13 +10831,9 @@ func (c *GameLift) TagResourceRequest(input *TagResourceInput) (req *request.Req // // AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) // -// Related operations -// -// * TagResource +// Related actions // -// * UntagResource -// -// * ListTagsForResource +// TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -10695,13 +10959,9 @@ func (c *GameLift) UntagResourceRequest(input *UntagResourceInput) (req *request // // AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) // -// Related operations -// -// * TagResource +// Related actions // -// * UntagResource -// -// * ListTagsForResource +// TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -10800,17 +11060,10 @@ func (c *GameLift) UpdateAliasRequest(input *UpdateAliasInput) (req *request.Req // alias to another fleet, provide an updated routing strategy. If successful, // the updated alias record is returned. // -// * CreateAlias -// -// * ListAliases +// Related actions // -// * DescribeAlias -// -// * UpdateAlias -// -// * DeleteAlias -// -// * ResolveAlias +// CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -10911,17 +11164,10 @@ func (c *GameLift) UpdateBuildRequest(input *UpdateBuildInput) (req *request.Req // // Upload a Custom Server Build (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-build-intro.html) // -// Related operations -// -// * CreateBuild +// Related actions // -// * ListBuilds -// -// * DescribeBuild -// -// * UpdateBuild -// -// * DeleteBuild +// CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All +// APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -11013,28 +11259,24 @@ func (c *GameLift) UpdateFleetAttributesRequest(input *UpdateFleetAttributesInpu // UpdateFleetAttributes API operation for Amazon GameLift. // -// Updates fleet properties, including name and description, for a fleet. To -// update metadata, specify the fleet ID and the property values that you want -// to change. If successful, the fleet ID for the updated fleet is returned. -// -// Learn more -// -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) -// -// Related operations +// Updates a fleet's mutable attributes, including game session protection and +// resource creation limits. // -// * CreateFleet +// To update fleet attributes, specify the fleet ID and the property values +// that you want to change. // -// * ListFleets +// If successful, an updated FleetAttributes object is returned. // -// * DeleteFleet +// Learn more // -// * DescribeFleetAttributes +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// Related actions // -// * StartFleetActions or StopFleetActions +// CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings +// | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy +// | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by +// task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -11140,41 +11382,50 @@ func (c *GameLift) UpdateFleetCapacityRequest(input *UpdateFleetCapacityInput) ( // UpdateFleetCapacity API operation for Amazon GameLift. // -// Updates capacity settings for a fleet. Use this operation to specify the -// number of EC2 instances (hosts) that you want this fleet to contain. Before -// calling this operation, you may want to call DescribeEC2InstanceLimits to -// get the maximum capacity based on the fleet's EC2 instance type. -// -// Specify minimum and maximum number of instances. Amazon GameLift will not -// change fleet capacity to values fall outside of this range. This is particularly -// important when using auto-scaling (see PutScalingPolicy) to allow capacity -// to adjust based on player demand while imposing limits on automatic adjustments. +// Updates capacity settings for a fleet. For fleets with multiple locations, +// use this operation to manage capacity settings in each location individually. +// Fleet capacity determines the number of game sessions and players that can +// be hosted based on the fleet configuration. Use this operation to set the +// following fleet capacity properties: // -// To update fleet capacity, specify the fleet ID and the number of instances -// you want the fleet to host. If successful, Amazon GameLift starts or terminates -// instances so that the fleet's active instance count matches the desired instance -// count. You can view a fleet's current capacity information by calling DescribeFleetCapacity. -// If the desired instance count is higher than the instance type's limit, the -// "Limit Exceeded" exception occurs. +// * Minimum/maximum size: Set hard limits on fleet capacity. GameLift cannot +// set the fleet's capacity to a value outside of this range, whether the +// capacity is changed manually or through automatic scaling. // -// Learn more +// * Desired capacity: Manually set the number of EC2 instances to be maintained +// in a fleet location. Before changing a fleet's desired capacity, you may +// want to call DescribeEC2InstanceLimits to get the maximum capacity of +// the fleet's EC2 instance type. Alternatively, consider using automatic +// scaling to adjust capacity based on player demand. // -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) +// This operation can be used in the following ways: // -// Related operations +// * To update capacity for a fleet's home Region, or if the fleet has no +// remote locations, omit the Location parameter. The fleet must be in ACTIVE +// status. // -// * CreateFleet +// * To update capacity for a fleet's remote location, include the Location +// parameter set to the location to be updated. The location must be in ACTIVE +// status. // -// * ListFleets +// If successful, capacity settings are updated immediately. In response a change +// in desired capacity, GameLift initiates steps to start new instances or terminate +// existing instances in the requested fleet location. This continues until +// the location's active instance count matches the new desired instance count. +// You can track a fleet's current capacity by calling DescribeFleetCapacity +// or DescribeFleetLocationCapacity. If the requested desired instance count +// is higher than the instance type's limit, the LimitExceeded exception occurs. // -// * DeleteFleet +// Learn more // -// * DescribeFleetAttributes +// Scaling fleet capacity (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-manage-capacity.html) // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// Related actions // -// * StartFleetActions or StopFleetActions +// CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings +// | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy +// | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by +// task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -11280,31 +11531,29 @@ func (c *GameLift) UpdateFleetPortSettingsRequest(input *UpdateFleetPortSettings // UpdateFleetPortSettings API operation for Amazon GameLift. // -// Updates port settings for a fleet. To update settings, specify the fleet -// ID to be updated and list the permissions you want to update. List the permissions -// you want to add in InboundPermissionAuthorizations, and permissions you want -// to remove in InboundPermissionRevocations. Permissions to be removed must -// match existing fleet permissions. If successful, the fleet ID for the updated -// fleet is returned. -// -// Learn more -// -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) -// -// Related operations +// Updates permissions that allow inbound traffic to connect to game sessions +// that are being hosted on instances in the fleet. // -// * CreateFleet +// To update settings, specify the fleet ID to be updated and specify the changes +// to be made. List the permissions you want to add in InboundPermissionAuthorizations, +// and permissions you want to remove in InboundPermissionRevocations. Permissions +// to be removed must match existing fleet permissions. // -// * ListFleets +// If successful, the fleet ID for the updated fleet is returned. For fleets +// with remote locations, port setting updates can take time to propagate across +// all locations. You can check the status of updates in each location by calling +// DescribeFleetPortSettings with a location name. // -// * DeleteFleet +// Learn more // -// * DescribeFleetAttributes +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration +// Related actions // -// * StartFleetActions or StopFleetActions +// CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings +// | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy +// | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by +// task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -11410,8 +11659,8 @@ func (c *GameLift) UpdateGameServerRequest(input *UpdateGameServerInput) (req *r // UpdateGameServer API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // // Updates information about a registered game server to help GameLift FleetIQ // to track game server availability. This operation is called by a game server @@ -11441,19 +11690,10 @@ func (c *GameLift) UpdateGameServerRequest(input *UpdateGameServerInput) (req *r // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// Related operations -// -// * RegisterGameServer -// -// * ListGameServers -// -// * ClaimGameServer -// -// * DescribeGameServer -// -// * UpdateGameServer +// Related actions // -// * DeregisterGameServer +// RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer +// | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -11545,8 +11785,8 @@ func (c *GameLift) UpdateGameServerGroupRequest(input *UpdateGameServerGroupInpu // UpdateGameServerGroup API operation for Amazon GameLift. // -// This operation is used with the Amazon GameLift FleetIQ solution and game -// server groups. +// This operation is used with the GameLift FleetIQ solution and game server +// groups. // // Updates GameLift FleetIQ-specific properties for a game server group. Many // Auto Scaling group properties are updated on the Auto Scaling group directly, @@ -11562,23 +11802,11 @@ func (c *GameLift) UpdateGameServerGroupRequest(input *UpdateGameServerGroupInpu // // GameLift FleetIQ Guide (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/gsg-intro.html) // -// Related operations +// Related actions // -// * CreateGameServerGroup -// -// * ListGameServerGroups -// -// * DescribeGameServerGroup -// -// * UpdateGameServerGroup -// -// * DeleteGameServerGroup -// -// * ResumeGameServerGroup -// -// * SuspendGameServerGroup -// -// * DescribeGameServerInstances +// CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | +// UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup +// | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -11670,28 +11898,19 @@ func (c *GameLift) UpdateGameSessionRequest(input *UpdateGameSessionInput) (req // UpdateGameSession API operation for Amazon GameLift. // -// Updates game session properties. This includes the session name, maximum -// player count, protection policy, which controls whether or not an active -// game session can be terminated during a scale-down event, and the player -// session creation policy, which controls whether or not new players can join -// the session. To update a game session, specify the game session ID and the -// values you want to change. If successful, an updated GameSession object is -// returned. -// -// * CreateGameSession -// -// * DescribeGameSessions +// Updates the mutable properties of a game session. // -// * DescribeGameSessionDetails +// To update a game session, specify the game session ID and the values you +// want to change. // -// * SearchGameSessions +// If successful, the updated GameSession object is returned. // -// * UpdateGameSession +// Related actions // -// * GetGameSessionLogUrl -// -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions +// | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | +// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -11793,24 +12012,19 @@ func (c *GameLift) UpdateGameSessionQueueRequest(input *UpdateGameSessionQueueIn // UpdateGameSessionQueue API operation for Amazon GameLift. // -// Updates settings for a game session queue, which determines how new game -// session requests in the queue are processed. To update settings, specify -// the queue name to be updated and provide the new settings. When updating -// destinations, provide a complete list of destinations. +// Updates the configuration of a game session queue, which determines how the +// queue processes new game session requests. To update settings, specify the +// queue name to be updated and provide the new settings. When updating destinations, +// provide a complete list of destinations. // // Learn more // // Using Multi-Region Queues (https://docs.aws.amazon.com/gamelift/latest/developerguide/queues-intro.html) // -// Related operations -// -// * CreateGameSessionQueue +// Related actions // -// * DescribeGameSessionQueues -// -// * UpdateGameSessionQueue -// -// * DeleteGameSessionQueue +// CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue +// | DeleteGameSessionQueue | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -11909,25 +12123,14 @@ func (c *GameLift) UpdateMatchmakingConfigurationRequest(input *UpdateMatchmakin // // Learn more // -// Design a FlexMatch Matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) -// -// Related operations -// -// * CreateMatchmakingConfiguration +// Design a FlexMatch matchmaker (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-configuration.html) // -// * DescribeMatchmakingConfigurations +// Related actions // -// * UpdateMatchmakingConfiguration -// -// * DeleteMatchmakingConfiguration -// -// * CreateMatchmakingRuleSet -// -// * DescribeMatchmakingRuleSets -// -// * ValidateMatchmakingRuleSet -// -// * DeleteMatchmakingRuleSet +// CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration +// | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets +// | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -12020,38 +12223,30 @@ func (c *GameLift) UpdateRuntimeConfigurationRequest(input *UpdateRuntimeConfigu // UpdateRuntimeConfiguration API operation for Amazon GameLift. // // Updates the current runtime configuration for the specified fleet, which -// tells Amazon GameLift how to launch server processes on instances in the -// fleet. You can update a fleet's runtime configuration at any time after the -// fleet is created; it does not need to be in an ACTIVE status. +// tells GameLift how to launch server processes on all instances in the fleet. +// You can update a fleet's runtime configuration at any time after the fleet +// is created; it does not need to be in ACTIVE status. // // To update runtime configuration, specify the fleet ID and provide a RuntimeConfiguration -// object with an updated set of server process configurations. +// with an updated set of server process configurations. // -// Each instance in a Amazon GameLift fleet checks regularly for an updated -// runtime configuration and changes how it launches server processes to comply -// with the latest version. Existing server processes are not affected by the -// update; runtime configuration changes are applied gradually as existing processes -// shut down and new processes are launched during Amazon GameLift's normal -// process recycling activity. +// If successful, the fleet's runtime configuration settings are updated. Each +// instance in the fleet regularly checks for and retrieves updated runtime +// configurations. Instances immediately begin complying with the new configuration +// by launching new server processes or not replacing existing processes when +// they shut down. Updating a fleet's runtime configuration never affects existing +// server processes. // // Learn more // -// Setting up GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) -// -// Related operations -// -// * CreateFleet +// Setting up GameLift fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-intro.html) // -// * ListFleets +// Related actions // -// * DeleteFleet -// -// * DescribeFleetAttributes -// -// * Update fleets: UpdateFleetAttributes UpdateFleetCapacity UpdateFleetPortSettings -// UpdateRuntimeConfiguration -// -// * StartFleetActions or StopFleetActions +// CreateFleetLocations | UpdateFleetAttributes | UpdateFleetCapacity | UpdateFleetPortSettings +// | UpdateRuntimeConfiguration | StopFleetActions | StartFleetActions | PutScalingPolicy +// | DeleteFleet | DeleteFleetLocations | DeleteScalingPolicy | All APIs by +// task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -12167,17 +12362,10 @@ func (c *GameLift) UpdateScriptRequest(input *UpdateScriptInput) (req *request.R // // Amazon GameLift Realtime Servers (https://docs.aws.amazon.com/gamelift/latest/developerguide/realtime-intro.html) // -// Related operations -// -// * CreateScript +// Related actions // -// * ListScripts -// -// * DescribeScript -// -// * UpdateScript -// -// * DeleteScript +// CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -12276,25 +12464,14 @@ func (c *GameLift) ValidateMatchmakingRuleSetRequest(input *ValidateMatchmakingR // // Learn more // -// * Build a Rule Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) -// -// Related operations +// * Build a rule set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html) // -// * CreateMatchmakingConfiguration +// Related actions // -// * DescribeMatchmakingConfigurations -// -// * UpdateMatchmakingConfiguration -// -// * DeleteMatchmakingConfiguration -// -// * CreateMatchmakingRuleSet -// -// * DescribeMatchmakingRuleSets -// -// * ValidateMatchmakingRuleSet -// -// * DeleteMatchmakingRuleSet +// CreateMatchmakingConfiguration | DescribeMatchmakingConfigurations | UpdateMatchmakingConfiguration +// | DeleteMatchmakingConfiguration | CreateMatchmakingRuleSet | DescribeMatchmakingRuleSets +// | ValidateMatchmakingRuleSet | DeleteMatchmakingRuleSet | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) // // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about @@ -12423,27 +12600,20 @@ func (s AcceptMatchOutput) GoString() string { // Properties that describe an alias resource. // -// * CreateAlias -// -// * ListAliases -// -// * DescribeAlias +// Related actions // -// * UpdateAlias -// -// * DeleteAlias -// -// * ResolveAlias +// CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type Alias struct { _ struct{} `type:"structure"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift alias resource and uniquely identifies it. - // ARNs are unique across all Regions. In a GameLift alias ARN, the resource - // ID matches the alias ID value. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::alias/alias-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + // In a GameLift alias ARN, the resource ID matches the alias ID value. AliasArn *string `type:"string"` - // A unique identifier for an alias. Alias IDs are unique within a Region. + // A unique identifier for the alias. Alias IDs are unique within a Region. AliasId *string `type:"string"` // A time stamp indicating when this data object was created. Format is a number @@ -12635,30 +12805,23 @@ func (s *AwsCredentials) SetSessionToken(v string) *AwsCredentials { // Properties describing a custom game build. // -// Related operations -// -// * CreateBuild +// Related actions // -// * ListBuilds -// -// * DescribeBuild -// -// * UpdateBuild -// -// * DeleteBuild +// CreateBuild | ListBuilds | DescribeBuild | UpdateBuild | DeleteBuild | All +// APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type Build struct { _ struct{} `type:"structure"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift build resource and uniquely identifies it. - // ARNs are unique across all Regions. In a GameLift build ARN, the resource - // ID matches the BuildId value. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::build/build-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + // In a GameLift build ARN, the resource ID matches the BuildId value. BuildArn *string `type:"string"` - // A unique identifier for a build. + // A unique identifier for the build. BuildId *string `type:"string"` - // Time stamp indicating when this data object was created. Format is a number + // A time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` @@ -12753,15 +12916,24 @@ func (s *Build) SetVersion(v string) *Build { return s } -// Information about the use of a TLS/SSL certificate for a fleet. TLS certificate -// generation is enabled at the fleet level, with one certificate generated -// for the fleet. When this feature is enabled, the certificate can be retrieved -// using the GameLift Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) -// call GetInstanceCertificate. All instances in a fleet share the same certificate. +// Determines whether a TLS/SSL certificate is generated for a fleet. This feature +// must be enabled when creating the fleet. All instances in a fleet share the +// same certificate. The certificate can be retrieved by calling the GameLift +// Server SDK (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-serversdk.html) +// operation GetInstanceCertificate. +// +// A fleet's certificate configuration is part of FleetAttributes. type CertificateConfiguration struct { _ struct{} `type:"structure"` - // Indicates whether a TLS/SSL certificate was generated for a fleet. + // Indicates whether a TLS/SSL certificate is generated for a fleet. + // + // Valid values include: + // + // * GENERATED - Generate a TLS/SSL certificate for this fleet. + // + // * DISABLED - (default) Do not generate a TLS/SSL certificate for this + // fleet. // // CertificateType is a required field CertificateType *string `type:"string" required:"true" enum:"CertificateType"` @@ -12805,7 +12977,7 @@ type ClaimGameServerInput struct { GameServerData *string `min:"1" type:"string"` // A unique identifier for the game server group where the game server is running. - // Use either the GameServerGroup name or ARN value.. If you are not specifying + // Use either the GameServerGroup name or ARN value. If you are not specifying // a game server to claim, this value identifies where you want GameLift FleetIQ // to look for an available game server to claim. // @@ -13085,14 +13257,12 @@ type CreateBuildInput struct { // cannot be changed later. OperatingSystem *string `type:"string" enum:"OperatingSystem"` - // The location where your game build files are stored. Use this parameter only - // when creating a build using files that are stored in an S3 bucket that you - // own. Identify an S3 bucket name and key, which must in the same Region where - // you're creating a build. This parameter must also specify the ARN for an - // IAM role that you've set up to give Amazon GameLift access your S3 bucket. - // To call this operation with a storage location, you must have IAM PassRole - // permission. For more details on IAM roles and PassRole permissions, see Set - // up a role for GameLift access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html). + // Information indicating where your game build files are stored. Use this parameter + // only when creating a build with files stored in an Amazon S3 bucket that + // you own. The storage location must specify an Amazon S3 bucket name and key. + // The location must also specify a role ARN that you set up to allow Amazon + // GameLift to access your Amazon S3 bucket. The S3 bucket and your new build + // must be in the same Region. StorageLocation *S3Location `type:"structure"` // A list of labels to assign to the new build resource. Tags are developer-defined @@ -13193,8 +13363,8 @@ type CreateBuildOutput struct { // This element is returned only when the operation is called without a storage // location. It contains credentials to use when you are uploading a build file - // to an S3 bucket that is owned by Amazon GameLift. Credentials have a limited - // life span. To refresh these credentials, call RequestUploadCredentials. + // to an Amazon S3 bucket that is owned by Amazon GameLift. Credentials have + // a limited life span. To refresh these credentials, call RequestUploadCredentials. UploadCredentials *AwsCredentials `type:"structure" sensitive:"true"` } @@ -13230,76 +13400,75 @@ func (s *CreateBuildOutput) SetUploadCredentials(v *AwsCredentials) *CreateBuild type CreateFleetInput struct { _ struct{} `type:"structure"` - // A unique identifier for a build to be deployed on the new fleet. You can - // use either the build ID or ARN value. The custom game server build must have - // been successfully uploaded to Amazon GameLift and be in a READY status. This - // fleet setting cannot be changed once the fleet is created. + // The unique identifier for a custom game server build to be deployed on fleet + // instances. You can use either the build ID or ARN. The build must be uploaded + // to GameLift and in READY status. This fleet property cannot be changed later. BuildId *string `type:"string"` - // Indicates whether to generate a TLS/SSL certificate for the new fleet. TLS - // certificates are used for encrypting traffic between game clients and game - // servers running on GameLift. If this parameter is not specified, the default - // value, DISABLED, is used. This fleet setting cannot be changed once the fleet - // is created. Learn more at Securing Client/Server Communication (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security). + // Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates + // are used for encrypting traffic between game clients and the game servers + // that are running on GameLift. By default, the CertificateConfiguration is + // set to DISABLED. Learn more at Securing Client/Server Communication (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-howitworks.html#gamelift-howitworks-security). + // This property cannot be changed after the fleet is created. // // Note: This feature requires the AWS Certificate Manager (ACM) service, which - // is available in the AWS global partition but not in all other partitions. - // When working in a partition that does not support this feature, a request - // for a new fleet with certificate generation results fails with a 4xx unsupported - // Region error. - // - // Valid values include: - // - // * GENERATED - Generate a TLS/SSL certificate for this fleet. - // - // * DISABLED - (default) Do not generate a TLS/SSL certificate for this - // fleet. + // is not available in all AWS regions. When working in a region that does not + // support this feature, a fleet creation request with certificate generation + // fails with a 4xx error. CertificateConfiguration *CertificateConfiguration `type:"structure"` - // A human-readable description of a fleet. + // A human-readable description of the fleet. Description *string `min:"1" type:"string"` - // Range of IP addresses and port settings that permit inbound traffic to access - // game sessions that are running on the fleet. For fleets using a custom game - // build, this parameter is required before game sessions running on the fleet - // can accept connections. For Realtime Servers fleets, Amazon GameLift automatically - // sets TCP and UDP ranges for use by the Realtime servers. You can specify - // multiple permission settings or add more by updating the fleet. + // The allowed IP address ranges and port settings that allow inbound traffic + // to access game sessions on this fleet. If the fleet is hosting a custom game + // build, this property must be set before players can connect to game sessions. + // For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges. EC2InboundPermissions []*IpPermission `type:"list"` - // The name of an EC2 instance type that is supported in Amazon GameLift. A - // fleet instance type determines the computing resources of each instance in - // the fleet, including CPU, memory, storage, and networking capacity. Amazon - // GameLift supports the following EC2 instance types. See Amazon EC2 Instance - // Types (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. + // The GameLift-supported EC2 instance type to use for all fleet instances. + // Instance type determines the computing resources that will be used to host + // your game servers, including CPU, memory, storage, and networking capacity. + // See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) + // for detailed descriptions of EC2 instance types. // // EC2InstanceType is a required field EC2InstanceType *string `type:"string" required:"true" enum:"EC2InstanceType"` - // Indicates whether to use On-Demand instances or Spot instances for this fleet. - // If empty, the default is ON_DEMAND. Both categories of instances use identical - // hardware and configurations based on the instance type selected for this - // fleet. Learn more about On-Demand versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot). + // Indicates whether to use On-Demand or Spot instances for this fleet. By default, + // this property is set to ON_DEMAND. Learn more about when to use On-Demand + // versus Spot Instances (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-ec2-instances.html#gamelift-ec2-instances-spot). + // This property cannot be changed after the fleet is created. FleetType *string `type:"string" enum:"FleetType"` // A unique identifier for an AWS IAM role that manages access to your AWS services. - // Fleets with an instance role ARN allow applications that are running on the - // fleet's instances to assume the role. Learn more about using on-box credentials - // for your game servers at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). - // To call this operation with instance role ARN, you must have IAM PassRole - // permissions. See IAM policy examples for GameLift (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-iam-policy-examples.html). + // With an instance role ARN set, any application that runs on an instance in + // this fleet can assume the role, including install scripts, server processes, + // and daemons (background processes). Create a role or look up a role's ARN + // by using the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS + // Management Console. Learn more about using on-box credentials for your game + // servers at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). + // This property cannot be changed after the fleet is created. InstanceRoleArn *string `min:"1" type:"string"` - // This parameter is no longer used. Instead, to specify where Amazon GameLift - // should store log files once a server process shuts down, use the Amazon GameLift - // server API ProcessReady() and specify one or more directory paths in logParameters. - // See more information in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). + // A set of remote locations to deploy additional instances to and manage as + // part of the fleet. This parameter can only be used when creating fleets in + // AWS Regions that support multiple locations. You can add any GameLift-supported + // AWS Region as a remote location, in the form of an AWS Region code such as + // us-west-2. To create a fleet with instances in the home Region only, omit + // this parameter. + Locations []*LocationConfiguration `min:"1" type:"list"` + + // This parameter is no longer used. To specify where GameLift should store + // log files once a server process shuts down, use the GameLift server API ProcessReady() + // and specify one or more directory paths in logParameters. See more information + // in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). LogPaths []*string `type:"list"` - // The name of an Amazon CloudWatch metric group to add this fleet to. A metric - // group aggregates the metrics for all fleets in the group. Specify an existing - // metric group name, or provide a new name to create a new metric group. A - // fleet can only be included in one metric group at a time. + // The name of an AWS CloudWatch metric group to add this fleet to. A metric + // group is used to aggregate the metrics for multiple fleets. You can specify + // an existing metric group name or set a new name to create a new metric group. + // A fleet can be included in only one metric group at a time. MetricGroups []*string `type:"list"` // A descriptive label that is associated with a fleet. Fleet names do not need @@ -13308,72 +13477,64 @@ type CreateFleetInput struct { // Name is a required field Name *string `min:"1" type:"string" required:"true"` - // A game session protection policy to apply to all instances in this fleet. - // If this parameter is not set, instances in this fleet default to no protection. - // You can change a fleet's protection policy using UpdateFleetAttributes, but - // this change will only affect sessions created after the policy change. You - // can also set protection for individual instances using UpdateGameSession. + // The status of termination protection for active game sessions on the fleet. + // By default, this property is set to NoProtection. You can also set game session + // protection for an individual game session by calling UpdateGameSession. // - // * NoProtection - The game session can be terminated during a scale-down - // event. + // * NoProtection - Game sessions can be terminated during active gameplay + // as a result of a scale-down event. // - // * FullProtection - If the game session is in an ACTIVE status, it cannot - // be terminated during a scale-down event. + // * FullProtection - Game sessions in ACTIVE status cannot be terminated + // during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` - // A unique identifier for the AWS account with the VPC that you want to peer - // your Amazon GameLift fleet with. You can find your account ID in the AWS + // Used when peering your GameLift fleet with a VPC, the unique identifier for + // the AWS account that owns the VPC. You can find your account ID in the AWS // Management Console under account settings. PeerVpcAwsAccountId *string `min:"1" type:"string"` - // A unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same Region as your fleet. To look - // up a VPC ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) - // in the AWS Management Console. Learn more about VPC peering in VPC Peering - // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). + // A unique identifier for a VPC with resources to be accessed by your GameLift + // fleet. The VPC must be in the same Region as your fleet. To look up a VPC + // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS + // Management Console. Learn more about VPC peering in VPC Peering with GameLift + // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` - // A policy that limits the number of game sessions an individual player can - // create over a span of time for this fleet. + // A policy that limits the number of game sessions that an individual player + // can create on instances in this fleet within a specified span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` - // Instructions for launching server processes on each instance in the fleet. - // Server processes run either a custom game build executable or a Realtime - // script. The runtime configuration defines the server executables or launch - // script file, launch parameters, and the number of processes to run concurrently - // on each instance. When creating a fleet, the runtime configuration must have - // at least one server process configuration; otherwise the request fails with - // an invalid request exception. (This parameter replaces the parameters ServerLaunchPath - // and ServerLaunchParameters, although requests that contain values for these - // parameters instead of a runtime configuration will continue to work.) This - // parameter is required unless the parameters ServerLaunchPath and ServerLaunchParameters - // are defined. Runtime configuration replaced these parameters, but fleets - // that use them will continue to work. + // Instructions for how to launch and maintain server processes on instances + // in the fleet. The runtime configuration defines one or more server process + // configurations, each identifying a build executable or Realtime script file + // and the number of processes of that type to run concurrently. + // + // The RuntimeConfiguration parameter is required unless the fleet is being + // configured using the older parameters ServerLaunchPath and ServerLaunchParameters, + // which are still supported for backward compatibility. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` - // A unique identifier for a Realtime script to be deployed on the new fleet. - // You can use either the script ID or ARN value. The Realtime script must have - // been successfully uploaded to Amazon GameLift. This fleet setting cannot - // be changed once the fleet is created. + // The unique identifier for a Realtime configuration script to be deployed + // on fleet instances. You can use either the script ID or ARN. Scripts must + // be uploaded to GameLift prior to creating the fleet. This fleet property + // cannot be changed later. ScriptId *string `type:"string"` - // This parameter is no longer used. Instead, specify server launch parameters - // in the RuntimeConfiguration parameter. (Requests that specify a server launch - // path and launch parameters instead of a runtime configuration will continue - // to work.) + // This parameter is no longer used. Specify server launch parameters using + // the RuntimeConfiguration parameter. Requests that use this parameter instead + // continue to be valid. ServerLaunchParameters *string `min:"1" type:"string"` - // This parameter is no longer used. Instead, specify a server launch path using - // the RuntimeConfiguration parameter. Requests that specify a server launch - // path and launch parameters instead of a runtime configuration will continue - // to work. + // This parameter is no longer used. Specify a server launch path using the + // RuntimeConfiguration parameter. Requests that use this parameter instead + // continue to be valid. ServerLaunchPath *string `min:"1" type:"string"` // A list of labels to assign to the new fleet resource. Tags are developer-defined // key-value pairs. Tagging AWS resources are useful for resource management, // access management and cost allocation. For more information, see Tagging // AWS Resources (https://docs.aws.amazon.com/general/latest/gr/aws_tagging.html) - // in the AWS General Reference. Once the resource is created, you can use TagResource, + // in the AWS General Reference. Once the fleet is created, you can use TagResource, // UntagResource, and ListTagsForResource to add, remove, and view tags. The // maximum tag limit may be lower than stated. See the AWS General Reference // for actual tagging limits. @@ -13402,6 +13563,9 @@ func (s *CreateFleetInput) Validate() error { if s.InstanceRoleArn != nil && len(*s.InstanceRoleArn) < 1 { invalidParams.Add(request.NewErrParamMinLen("InstanceRoleArn", 1)) } + if s.Locations != nil && len(s.Locations) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) + } if s.Name == nil { invalidParams.Add(request.NewErrParamRequired("Name")) } @@ -13435,6 +13599,16 @@ func (s *CreateFleetInput) Validate() error { } } } + if s.Locations != nil { + for i, v := range s.Locations { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Locations", i), err.(request.ErrInvalidParams)) + } + } + } if s.RuntimeConfiguration != nil { if err := s.RuntimeConfiguration.Validate(); err != nil { invalidParams.AddNested("RuntimeConfiguration", err.(request.ErrInvalidParams)) @@ -13499,6 +13673,12 @@ func (s *CreateFleetInput) SetInstanceRoleArn(v string) *CreateFleetInput { return s } +// SetLocations sets the Locations field's value. +func (s *CreateFleetInput) SetLocations(v []*LocationConfiguration) *CreateFleetInput { + s.Locations = v + return s +} + // SetLogPaths sets the LogPaths field's value. func (s *CreateFleetInput) SetLogPaths(v []*string) *CreateFleetInput { s.LogPaths = v @@ -13571,12 +13751,139 @@ func (s *CreateFleetInput) SetTags(v []*Tag) *CreateFleetInput { return s } +// Represents the input for a request operation. +type CreateFleetLocationsInput struct { + _ struct{} `type:"structure"` + + // A unique identifier for the fleet to add locations to. You can use either + // the fleet ID or ARN value. + // + // FleetId is a required field + FleetId *string `type:"string" required:"true"` + + // A list of locations to deploy additional instances to and manage as part + // of the fleet. You can add any GameLift-supported AWS Region as a remote location, + // in the form of an AWS Region code such as us-west-2. + // + // Locations is a required field + Locations []*LocationConfiguration `min:"1" type:"list" required:"true"` +} + +// String returns the string representation +func (s CreateFleetLocationsInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s CreateFleetLocationsInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *CreateFleetLocationsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "CreateFleetLocationsInput"} + if s.FleetId == nil { + invalidParams.Add(request.NewErrParamRequired("FleetId")) + } + if s.Locations == nil { + invalidParams.Add(request.NewErrParamRequired("Locations")) + } + if s.Locations != nil && len(s.Locations) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) + } + if s.Locations != nil { + for i, v := range s.Locations { + if v == nil { + continue + } + if err := v.Validate(); err != nil { + invalidParams.AddNested(fmt.Sprintf("%s[%v]", "Locations", i), err.(request.ErrInvalidParams)) + } + } + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetFleetId sets the FleetId field's value. +func (s *CreateFleetLocationsInput) SetFleetId(v string) *CreateFleetLocationsInput { + s.FleetId = &v + return s +} + +// SetLocations sets the Locations field's value. +func (s *CreateFleetLocationsInput) SetLocations(v []*LocationConfiguration) *CreateFleetLocationsInput { + s.Locations = v + return s +} + +// Represents the returned data in response to a request operation. +type CreateFleetLocationsOutput struct { + _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet that was updated with new locations. + FleetId *string `type:"string"` + + // The remote locations that are being added to the fleet, and the life-cycle + // status of each location. For new locations, the status is set to NEW. During + // location creation, GameLift updates each location's status as instances are + // deployed there and prepared for game hosting. This list does not include + // the fleet home Region or any remote locations that were already added to + // the fleet. + LocationStates []*LocationState `type:"list"` +} + +// String returns the string representation +func (s CreateFleetLocationsOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s CreateFleetLocationsOutput) GoString() string { + return s.String() +} + +// SetFleetArn sets the FleetArn field's value. +func (s *CreateFleetLocationsOutput) SetFleetArn(v string) *CreateFleetLocationsOutput { + s.FleetArn = &v + return s +} + +// SetFleetId sets the FleetId field's value. +func (s *CreateFleetLocationsOutput) SetFleetId(v string) *CreateFleetLocationsOutput { + s.FleetId = &v + return s +} + +// SetLocationStates sets the LocationStates field's value. +func (s *CreateFleetLocationsOutput) SetLocationStates(v []*LocationState) *CreateFleetLocationsOutput { + s.LocationStates = v + return s +} + // Represents the returned data in response to a request operation. type CreateFleetOutput struct { _ struct{} `type:"structure"` - // Properties for the newly created fleet. + // The properties for the new fleet, including the current status. All fleets + // are placed in NEW status on creation. FleetAttributes *FleetAttributes `type:"structure"` + + // The fleet's locations and life-cycle status of each location. For new fleets, + // the status of all locations is set to NEW. During fleet creation, GameLift + // updates each location status as instances are deployed there and prepared + // for game hosting. This list includes an entry for the fleet's home Region. + // For fleets with no remote locations, only one entry, representing the home + // Region, is returned. + LocationStates []*LocationState `type:"list"` } // String returns the string representation @@ -13595,6 +13902,12 @@ func (s *CreateFleetOutput) SetFleetAttributes(v *FleetAttributes) *CreateFleetO return s } +// SetLocationStates sets the LocationStates field's value. +func (s *CreateFleetOutput) SetLocationStates(v []*LocationState) *CreateFleetOutput { + s.LocationStates = v + return s +} + type CreateGameServerGroupInput struct { _ struct{} `type:"structure"` @@ -13665,6 +13978,11 @@ type CreateGameServerGroupInput struct { // created, update this value directly in the Auto Scaling group using the AWS // console or APIs. // + // If you specify network interfaces in your launch template, you must explicitly + // set the property AssociatePublicIpAddress to "true". If no network interface + // is specified in the launch template, GameLift FleetIQ uses your account's + // default VPC. + // // LaunchTemplate is a required field LaunchTemplate *LaunchTemplateSpecification `type:"structure" required:"true"` @@ -13891,48 +14209,56 @@ func (s *CreateGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *Cr type CreateGameSessionInput struct { _ struct{} `type:"structure"` - // A unique identifier for an alias associated with the fleet to create a game + // A unique identifier for the alias associated with the fleet to create a game // session in. You can use either the alias ID or ARN value. Each request must // reference either a fleet ID or alias ID, but not both. AliasId *string `type:"string"` // A unique identifier for a player or entity creating the game session. This - // ID is used to enforce a resource protection policy (if one exists) that limits - // the number of concurrent active game sessions one player can have. + // parameter is required when requesting a new game session on a fleet with + // a resource creation limit policy. This type of policy limits the number of + // concurrent active game sessions that one player can create within a certain + // time span. GameLift uses the CreatorId to evaluate the new request against + // the policy. CreatorId *string `min:"1" type:"string"` - // A unique identifier for a fleet to create a game session in. You can use + // A unique identifier for the fleet to create a game session in. You can use // either the fleet ID or ARN value. Each request must reference either a fleet // ID or alias ID, but not both. FleetId *string `type:"string"` - // Set of custom properties for a game session, formatted as key:value pairs. + // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object - // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). + // with a request to start a new game session. GameProperties []*GameProperty `type:"list"` - // Set of custom game session properties, formatted as a single string value. + // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with - // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). + // a request to start a new game session. GameSessionData *string `min:"1" type:"string"` // This parameter is no longer preferred. Please use IdempotencyToken instead. // Custom string that uniquely identifies a request for a new game session. // Maximum token length is 48 characters. If provided, this string is included - // in the new game session's ID. (A game session ARN has the following format: - // arn:aws:gamelift:::gamesession//.) + // in the new game session's ID. GameSessionId *string `min:"1" type:"string"` - // Custom string that uniquely identifies a request for a new game session. - // Maximum token length is 48 characters. If provided, this string is included - // in the new game session's ID. (A game session ARN has the following format: - // arn:aws:gamelift:::gamesession//.) Idempotency tokens remain in use for 30 days after a game session - // has ended; game session objects are retained for this time period and then - // deleted. + // Custom string that uniquely identifies the new game session request. This + // is useful for ensuring that game session requests with the same idempotency + // token are processed only once. Subsequent requests with the same string return + // the original GameSession object, with an updated status. Maximum token length + // is 48 characters. If provided, this string is included in the new game session's + // ID. A game session ARN has the following format: arn:aws:gamelift:::gamesession//. Idempotency tokens remain in + // use for 30 days after a game session has ended; game session objects are + // retained for this time period and then deleted. IdempotencyToken *string `min:"1" type:"string"` + // A fleet's remote location to place the new game session in. If this parameter + // is not set, the new game session is placed in the fleet's home Region. Specify + // a remote location with an AWS Region code such as us-west-2. + Location *string `min:"1" type:"string"` + // The maximum number of players that can be connected simultaneously to the // game session. // @@ -13969,6 +14295,9 @@ func (s *CreateGameSessionInput) Validate() error { if s.IdempotencyToken != nil && len(*s.IdempotencyToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("IdempotencyToken", 1)) } + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } if s.MaximumPlayerSessionCount == nil { invalidParams.Add(request.NewErrParamRequired("MaximumPlayerSessionCount")) } @@ -14034,6 +14363,12 @@ func (s *CreateGameSessionInput) SetIdempotencyToken(v string) *CreateGameSessio return s } +// SetLocation sets the Location field's value. +func (s *CreateGameSessionInput) SetLocation(v string) *CreateGameSessionInput { + s.Location = &v + return s +} + // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *CreateGameSessionInput) SetMaximumPlayerSessionCount(v int64) *CreateGameSessionInput { s.MaximumPlayerSessionCount = &v @@ -14074,29 +14409,36 @@ func (s *CreateGameSessionOutput) SetGameSession(v *GameSession) *CreateGameSess type CreateGameSessionQueueInput struct { _ struct{} `type:"structure"` - // A list of fleets that can be used to fulfill game session placement requests - // in the queue. Fleets are identified by either a fleet ARN or a fleet alias - // ARN. Destinations are listed in default preference order. + // A list of fleets and/or fleet aliases that can be used to fulfill game session + // placement requests in the queue. Destinations are identified by either a + // fleet ARN or a fleet alias ARN, and are listed in order of placement preference. Destinations []*GameSessionQueueDestination `type:"list"` + // A list of locations where a queue is allowed to place new game sessions. + // Locations are specified in the form of AWS Region codes, such as us-west-2. + // If this parameter is not set, game sessions can be placed in any queue location. + FilterConfiguration *FilterConfiguration `type:"structure"` + // A descriptive label that is associated with game session queue. Queue names // must be unique within each Region. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` - // A collection of latency policies to apply when processing game sessions placement - // requests with player latency information. Multiple policies are evaluated - // in order of the maximum latency value, starting with the lowest latency values. - // With just one policy, the policy is enforced at the start of the game session - // placement for the duration period. With multiple policies, each policy is - // enforced consecutively for its duration period. For example, a queue might - // enforce a 60-second policy followed by a 120-second policy, and then no policy - // for the remainder of the placement. A player latency policy must set a value - // for MaximumIndividualPlayerLatencyMilliseconds. If none is set, this API - // request fails. + // A set of policies that act as a sliding cap on player latency. FleetIQ works + // to deliver low latency for most players in a game session. These policies + // ensure that no individual player can be placed into a game with unreasonably + // high latency. Use multiple policies to gradually relax latency requirements + // a step at a time. Multiple policies are applied based on their maximum allowed + // latency, starting with the lowest value. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` + // Custom settings to use when prioritizing destinations and locations for game + // session placements. This configuration replaces the FleetIQ default prioritization + // process. Priority types that are not explicitly named will be automatically + // applied at the end of the prioritization process. + PriorityConfiguration *PriorityConfiguration `type:"structure"` + // A list of labels to assign to the new game session queue resource. Tags are // developer-defined key-value pairs. Tagging AWS resources are useful for resource // management, access management and cost allocation. For more information, @@ -14142,9 +14484,19 @@ func (s *CreateGameSessionQueueInput) Validate() error { } } } - if s.Tags != nil { - for i, v := range s.Tags { - if v == nil { + if s.FilterConfiguration != nil { + if err := s.FilterConfiguration.Validate(); err != nil { + invalidParams.AddNested("FilterConfiguration", err.(request.ErrInvalidParams)) + } + } + if s.PriorityConfiguration != nil { + if err := s.PriorityConfiguration.Validate(); err != nil { + invalidParams.AddNested("PriorityConfiguration", err.(request.ErrInvalidParams)) + } + } + if s.Tags != nil { + for i, v := range s.Tags { + if v == nil { continue } if err := v.Validate(); err != nil { @@ -14165,6 +14517,12 @@ func (s *CreateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDesti return s } +// SetFilterConfiguration sets the FilterConfiguration field's value. +func (s *CreateGameSessionQueueInput) SetFilterConfiguration(v *FilterConfiguration) *CreateGameSessionQueueInput { + s.FilterConfiguration = v + return s +} + // SetName sets the Name field's value. func (s *CreateGameSessionQueueInput) SetName(v string) *CreateGameSessionQueueInput { s.Name = &v @@ -14177,6 +14535,12 @@ func (s *CreateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatenc return s } +// SetPriorityConfiguration sets the PriorityConfiguration field's value. +func (s *CreateGameSessionQueueInput) SetPriorityConfiguration(v *PriorityConfiguration) *CreateGameSessionQueueInput { + s.PriorityConfiguration = v + return s +} + // SetTags sets the Tags field's value. func (s *CreateGameSessionQueueInput) SetTags(v []*Tag) *CreateGameSessionQueueInput { s.Tags = v @@ -14226,16 +14590,13 @@ type CreateMatchmakingConfigurationInput struct { AcceptanceRequired *bool `type:"boolean" required:"true"` // The length of time (in seconds) to wait for players to accept a proposed - // match, if acceptance is required. If any player rejects the match or fails - // to accept before the timeout, the tickets are returned to the ticket pool - // and continue to be evaluated for an acceptable match. + // match, if acceptance is required. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // The number of player slots in a match to keep open for future players. For - // example, assume that the configuration's rule set specifies a match for a - // single 12-person team. If the additional player count is set to 2, only 10 - // players are initially selected for the match. This parameter is not used - // if FlexMatchMode is set to STANDALONE. + // example, if the configuration's rule set specifies a match for a single 12-person + // team, and the additional player count is set to 2, only 10 players are selected + // for the match. This parameter is not used if FlexMatchMode is set to STANDALONE. AdditionalPlayerCount *int64 `type:"integer"` // The method used to backfill game sessions that are created with this matchmaking @@ -14264,7 +14625,7 @@ type CreateMatchmakingConfigurationInput struct { // queue to start a game session for the match. FlexMatchMode *string `type:"string" enum:"FlexMatchMode"` - // A set of custom properties for a game session, formatted as key-value pairs. + // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for @@ -14280,16 +14641,16 @@ type CreateMatchmakingConfigurationInput struct { // STANDALONE. GameSessionData *string `min:"1" type:"string"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift game session queue resource and uniquely identifies - // it. ARNs are unique across all Regions. Queues can be located in any Region. - // Queues are used to start new GameLift-hosted game sessions for matches that - // are created with this matchmaking configuration. If FlexMatchMode is set - // to STANDALONE, do not set this parameter. + // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new + // GameLift-hosted game sessions for matches that are created with this matchmaking + // configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter. GameSessionQueueArns []*string `type:"list"` - // A unique identifier for a matchmaking configuration. This name is used to - // identify the configuration associated with a matchmaking request or ticket. + // A unique identifier for the matchmaking configuration. This name is used + // to identify the configuration associated with a matchmaking request or ticket. // // Name is a required field Name *string `type:"string" required:"true"` @@ -14304,7 +14665,7 @@ type CreateMatchmakingConfigurationInput struct { // RequestTimeoutSeconds is a required field RequestTimeoutSeconds *int64 `min:"1" type:"integer" required:"true"` - // A unique identifier for a matchmaking rule set to use with this configuration. + // A unique identifier for the matchmaking rule set to use with this configuration. // You can use either the rule set name or ARN value. A matchmaking configuration // can only use rule sets that are defined in the same Region. // @@ -14507,7 +14868,7 @@ func (s *CreateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingCo type CreateMatchmakingRuleSetInput struct { _ struct{} `type:"structure"` - // A unique identifier for a matchmaking rule set. A matchmaking configuration + // A unique identifier for the matchmaking rule set. A matchmaking configuration // identifies the rule set it uses by this name value. Note that the rule set // name is different from the optional name field in the rule set body. // @@ -14623,8 +14984,8 @@ type CreatePlayerSessionInput struct { // GameSessionId is a required field GameSessionId *string `min:"1" type:"string" required:"true"` - // Developer-defined information related to a player. Amazon GameLift does not - // use this data, so it can be formatted as needed for use in the game. + // Developer-defined information related to a player. GameLift does not use + // this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // A unique identifier for a player. Player IDs are developer-defined. @@ -14721,8 +15082,8 @@ type CreatePlayerSessionsInput struct { // Map of string pairs, each specifying a player ID and a set of developer-defined // information related to the player. Amazon GameLift does not use this data, - // so it can be formatted as needed for use in the game. Player data strings - // for player IDs not included in the PlayerIds parameter are ignored. + // so it can be formatted as needed for use in the game. Any player data strings + // for player IDs that are not included in the PlayerIds parameter are ignored. PlayerDataMap map[string]*string `type:"map"` // List of unique identifiers for the players to be added. @@ -14812,15 +15173,14 @@ type CreateScriptInput struct { // need to be unique. You can use UpdateScript to change this value later. Name *string `min:"1" type:"string"` - // The Amazon S3 location of your Realtime scripts. The storage location must - // specify the S3 bucket name, the zip file name (the "key"), and an IAM role - // ARN that allows Amazon GameLift to access the S3 storage location. The S3 - // bucket must be in the same Region where you are creating a new script. By - // default, Amazon GameLift uploads the latest version of the zip file; if you - // have S3 object versioning turned on, you can use the ObjectVersion parameter - // to specify an earlier version. To call this operation with a storage location, - // you must have IAM PassRole permission. For more details on IAM roles and - // PassRole permissions, see Set up a role for GameLift access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html). + // The location of the Amazon S3 bucket where a zipped file containing your + // Realtime scripts is stored. The storage location must specify the Amazon + // S3 bucket name, the zip file name (the "key"), and a role ARN that allows + // Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must + // be in the same Region where you want to create a new script. By default, + // Amazon GameLift uploads the latest version of the zip file; if you have S3 + // object versioning turned on, you can use the ObjectVersion parameter to specify + // an earlier version. StorageLocation *S3Location `type:"structure"` // A list of labels to assign to the new script resource. Tags are developer-defined @@ -14833,8 +15193,8 @@ type CreateScriptInput struct { // for actual tagging limits. Tags []*Tag `type:"list"` - // The version that is associated with a build or script. Version strings do - // not need to be unique. You can use UpdateScript to change this value later. + // Version information that is associated with a build or script. Version strings + // do not need to be unique. You can use UpdateScript to change this value later. Version *string `min:"1" type:"string"` // A data object containing your Realtime scripts and dependencies as a zip @@ -14952,18 +15312,18 @@ func (s *CreateScriptOutput) SetScript(v *Script) *CreateScriptOutput { type CreateVpcPeeringAuthorizationInput struct { _ struct{} `type:"structure"` - // A unique identifier for the AWS account that you use to manage your Amazon - // GameLift fleet. You can find your Account ID in the AWS Management Console - // under account settings. + // A unique identifier for the AWS account that you use to manage your GameLift + // fleet. You can find your Account ID in the AWS Management Console under account + // settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` - // A unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. - // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) - // in the AWS Management Console. Learn more about VPC peering in VPC Peering - // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). + // A unique identifier for a VPC with resources to be accessed by your GameLift + // fleet. The VPC must be in the same Region as your fleet. To look up a VPC + // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS + // Management Console. Learn more about VPC peering in VPC Peering with GameLift + // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` @@ -15041,8 +15401,8 @@ func (s *CreateVpcPeeringAuthorizationOutput) SetVpcPeeringAuthorization(v *VpcP type CreateVpcPeeringConnectionInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet. You can use either the fleet ID or ARN value. - // This tells Amazon GameLift which GameLift VPC to peer with. + // A unique identifier for the fleet. You can use either the fleet ID or ARN + // value. This tells Amazon GameLift which GameLift VPC to peer with. // // FleetId is a required field FleetId *string `type:"string" required:"true"` @@ -15054,11 +15414,11 @@ type CreateVpcPeeringConnectionInput struct { // PeerVpcAwsAccountId is a required field PeerVpcAwsAccountId *string `min:"1" type:"string" required:"true"` - // A unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. - // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) - // in the AWS Management Console. Learn more about VPC peering in VPC Peering - // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). + // A unique identifier for a VPC with resources to be accessed by your GameLift + // fleet. The VPC must be in the same Region as your fleet. To look up a VPC + // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS + // Management Console. Learn more about VPC peering in VPC Peering with GameLift + // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` @@ -15189,8 +15549,8 @@ func (s DeleteAliasOutput) GoString() string { type DeleteBuildInput struct { _ struct{} `type:"structure"` - // A unique identifier for a build to delete. You can use either the build ID - // or ARN value. + // A unique identifier for the build to delete. You can use either the build + // ID or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` @@ -15243,7 +15603,7 @@ func (s DeleteBuildOutput) GoString() string { type DeleteFleetInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet to be deleted. You can use either the fleet + // A unique identifier for the fleet to be deleted. You can use either the fleet // ID or ARN value. // // FleetId is a required field @@ -15279,6 +15639,110 @@ func (s *DeleteFleetInput) SetFleetId(v string) *DeleteFleetInput { return s } +// Represents the input for a request operation. +type DeleteFleetLocationsInput struct { + _ struct{} `type:"structure"` + + // A unique identifier for the fleet to delete locations for. You can use either + // the fleet ID or ARN value. + // + // FleetId is a required field + FleetId *string `type:"string" required:"true"` + + // The list of fleet locations to delete. Specify locations in the form of an + // AWS Region code, such as us-west-2. + // + // Locations is a required field + Locations []*string `min:"1" type:"list" required:"true"` +} + +// String returns the string representation +func (s DeleteFleetLocationsInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DeleteFleetLocationsInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *DeleteFleetLocationsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DeleteFleetLocationsInput"} + if s.FleetId == nil { + invalidParams.Add(request.NewErrParamRequired("FleetId")) + } + if s.Locations == nil { + invalidParams.Add(request.NewErrParamRequired("Locations")) + } + if s.Locations != nil && len(s.Locations) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetFleetId sets the FleetId field's value. +func (s *DeleteFleetLocationsInput) SetFleetId(v string) *DeleteFleetLocationsInput { + s.FleetId = &v + return s +} + +// SetLocations sets the Locations field's value. +func (s *DeleteFleetLocationsInput) SetLocations(v []*string) *DeleteFleetLocationsInput { + s.Locations = v + return s +} + +// Represents the returned data in response to a request operation. +type DeleteFleetLocationsOutput struct { + _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet that location attributes are being deleted + // for. + FleetId *string `type:"string"` + + // The remote locations that are being deleted, with each location status set + // to DELETING. + LocationStates []*LocationState `type:"list"` +} + +// String returns the string representation +func (s DeleteFleetLocationsOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DeleteFleetLocationsOutput) GoString() string { + return s.String() +} + +// SetFleetArn sets the FleetArn field's value. +func (s *DeleteFleetLocationsOutput) SetFleetArn(v string) *DeleteFleetLocationsOutput { + s.FleetArn = &v + return s +} + +// SetFleetId sets the FleetId field's value. +func (s *DeleteFleetLocationsOutput) SetFleetId(v string) *DeleteFleetLocationsOutput { + s.FleetId = &v + return s +} + +// SetLocationStates sets the LocationStates field's value. +func (s *DeleteFleetLocationsOutput) SetLocationStates(v []*LocationState) *DeleteFleetLocationsOutput { + s.LocationStates = v + return s +} + type DeleteFleetOutput struct { _ struct{} `type:"structure"` } @@ -15440,8 +15904,8 @@ func (s DeleteGameSessionQueueOutput) GoString() string { type DeleteMatchmakingConfigurationInput struct { _ struct{} `type:"structure"` - // A unique identifier for a matchmaking configuration. You can use either the - // configuration name or ARN value. + // A unique identifier for the matchmaking configuration. You can use either + // the configuration name or ARN value. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` @@ -15497,7 +15961,7 @@ func (s DeleteMatchmakingConfigurationOutput) GoString() string { type DeleteMatchmakingRuleSetInput struct { _ struct{} `type:"structure"` - // A unique identifier for a matchmaking rule set to be deleted. (Note: The + // A unique identifier for the matchmaking rule set to be deleted. (Note: The // rule set name is different from the optional "name" field in the rule set // body.) You can use either the rule set name or ARN value. // @@ -15556,14 +16020,14 @@ func (s DeleteMatchmakingRuleSetOutput) GoString() string { type DeleteScalingPolicyInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet to be deleted. You can use either the fleet + // A unique identifier for the fleet to be deleted. You can use either the fleet // ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // A descriptive label that is associated with a scaling policy. Policy names - // do not need to be unique. + // A descriptive label that is associated with a fleet's scaling policy. Policy + // names do not need to be unique. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` @@ -15627,8 +16091,8 @@ func (s DeleteScalingPolicyOutput) GoString() string { type DeleteScriptInput struct { _ struct{} `type:"structure"` - // A unique identifier for a Realtime script to delete. You can use either the - // script ID or ARN value. + // A unique identifier for the Realtime script to delete. You can use either + // the script ID or ARN value. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` @@ -15681,18 +16145,18 @@ func (s DeleteScriptOutput) GoString() string { type DeleteVpcPeeringAuthorizationInput struct { _ struct{} `type:"structure"` - // A unique identifier for the AWS account that you use to manage your Amazon - // GameLift fleet. You can find your Account ID in the AWS Management Console - // under account settings. + // A unique identifier for the AWS account that you use to manage your GameLift + // fleet. You can find your Account ID in the AWS Management Console under account + // settings. // // GameLiftAwsAccountId is a required field GameLiftAwsAccountId *string `min:"1" type:"string" required:"true"` - // A unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. - // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) - // in the AWS Management Console. Learn more about VPC peering in VPC Peering - // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). + // A unique identifier for a VPC with resources to be accessed by your GameLift + // fleet. The VPC must be in the same Region as your fleet. To look up a VPC + // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS + // Management Console. Learn more about VPC peering in VPC Peering with GameLift + // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). // // PeerVpcId is a required field PeerVpcId *string `min:"1" type:"string" required:"true"` @@ -15760,7 +16224,7 @@ func (s DeleteVpcPeeringAuthorizationOutput) GoString() string { type DeleteVpcPeeringConnectionInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet. This fleet specified must match the fleet + // A unique identifier for the fleet. This fleet specified must match the fleet // referenced in the VPC peering connection record. You can use either the fleet // ID or ARN value. // @@ -15970,8 +16434,8 @@ func (s *DescribeAliasOutput) SetAlias(v *Alias) *DescribeAliasOutput { type DescribeBuildInput struct { _ struct{} `type:"structure"` - // A unique identifier for a build to retrieve properties for. You can use either - // the build ID or ARN value. + // A unique identifier for the build to retrieve properties for. You can use + // either the build ID or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` @@ -16034,13 +16498,15 @@ func (s *DescribeBuildOutput) SetBuild(v *Build) *DescribeBuildOutput { type DescribeEC2InstanceLimitsInput struct { _ struct{} `type:"structure"` - // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet - // instance type determines the computing resources of each instance in the - // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift - // supports the following EC2 instance types. See Amazon EC2 Instance Types - // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. Leave - // this parameter blank to retrieve limits for all types. + // Name of an EC2 instance type that is supported in GameLift. A fleet instance + // type determines the computing resources of each instance in the fleet, including + // CPU, memory, storage, and networking capacity. Do not specify a value for + // this parameter to retrieve limits for all instance types. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` + + // The name of a remote location to request instance limits for, in the form + // of an AWS Region code such as us-west-2. + Location *string `min:"1" type:"string"` } // String returns the string representation @@ -16053,12 +16519,31 @@ func (s DescribeEC2InstanceLimitsInput) GoString() string { return s.String() } +// Validate inspects the fields of the type to determine if they are valid. +func (s *DescribeEC2InstanceLimitsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeEC2InstanceLimitsInput"} + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + // SetEC2InstanceType sets the EC2InstanceType field's value. func (s *DescribeEC2InstanceLimitsInput) SetEC2InstanceType(v string) *DescribeEC2InstanceLimitsInput { s.EC2InstanceType = &v return s } +// SetLocation sets the Location field's value. +func (s *DescribeEC2InstanceLimitsInput) SetLocation(v string) *DescribeEC2InstanceLimitsInput { + s.Location = &v + return s +} + // Represents the returned data in response to a request operation. type DescribeEC2InstanceLimitsOutput struct { _ struct{} `type:"structure"` @@ -16089,42 +16574,380 @@ type DescribeFleetAttributesInput struct { // A list of unique fleet identifiers to retrieve attributes for. You can use // either the fleet ID or ARN value. To retrieve attributes for all current - // fleets, do not include this parameter. If the list of fleet identifiers includes - // fleets that don't currently exist, the request succeeds but no attributes - // for that fleet are returned. + // fleets, do not include this parameter. FleetIds []*string `min:"1" type:"list"` // The maximum number of results to return. Use this parameter with NextToken - // to get results as a set of sequential pages. This parameter is ignored when - // the request specifies one or a list of fleet IDs. + // to get results as a set of sequential pages. This parameter is ignored when + // the request specifies one or a list of fleet IDs. + Limit *int64 `min:"1" type:"integer"` + + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. This parameter + // is ignored when the request specifies one or a list of fleet IDs. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s DescribeFleetAttributesInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetAttributesInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *DescribeFleetAttributesInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetAttributesInput"} + if s.FleetIds != nil && len(s.FleetIds) < 1 { + invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) + } + if s.Limit != nil && *s.Limit < 1 { + invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) + } + if s.NextToken != nil && len(*s.NextToken) < 1 { + invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetFleetIds sets the FleetIds field's value. +func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput { + s.FleetIds = v + return s +} + +// SetLimit sets the Limit field's value. +func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput { + s.Limit = &v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput { + s.NextToken = &v + return s +} + +// Represents the returned data in response to a request operation. +type DescribeFleetAttributesOutput struct { + _ struct{} `type:"structure"` + + // A collection of objects containing attribute metadata for each requested + // fleet ID. Attribute objects are returned only for fleets that currently exist. + FleetAttributes []*FleetAttributes `type:"list"` + + // A token that indicates where to resume retrieving results on the next call + // to this operation. If no token is returned, these results represent the end + // of the list. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s DescribeFleetAttributesOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetAttributesOutput) GoString() string { + return s.String() +} + +// SetFleetAttributes sets the FleetAttributes field's value. +func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput { + s.FleetAttributes = v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput { + s.NextToken = &v + return s +} + +// Represents the input for a request operation. +type DescribeFleetCapacityInput struct { + _ struct{} `type:"structure"` + + // A unique identifier for the fleet(s) to retrieve capacity information for. + // You can use either the fleet ID or ARN value. Leave this parameter empty + // to retrieve capacity information for all fleets. + FleetIds []*string `min:"1" type:"list"` + + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. This parameter is ignored when + // the request specifies one or a list of fleet IDs. + Limit *int64 `min:"1" type:"integer"` + + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. This parameter + // is ignored when the request specifies one or a list of fleet IDs. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s DescribeFleetCapacityInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetCapacityInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *DescribeFleetCapacityInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetCapacityInput"} + if s.FleetIds != nil && len(s.FleetIds) < 1 { + invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) + } + if s.Limit != nil && *s.Limit < 1 { + invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) + } + if s.NextToken != nil && len(*s.NextToken) < 1 { + invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetFleetIds sets the FleetIds field's value. +func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput { + s.FleetIds = v + return s +} + +// SetLimit sets the Limit field's value. +func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput { + s.Limit = &v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput { + s.NextToken = &v + return s +} + +// Represents the returned data in response to a request operation. +type DescribeFleetCapacityOutput struct { + _ struct{} `type:"structure"` + + // A collection of objects that contains capacity information for each requested + // fleet ID. Capacity objects are returned only for fleets that currently exist. + FleetCapacity []*FleetCapacity `type:"list"` + + // A token that indicates where to resume retrieving results on the next call + // to this operation. If no token is returned, these results represent the end + // of the list. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s DescribeFleetCapacityOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetCapacityOutput) GoString() string { + return s.String() +} + +// SetFleetCapacity sets the FleetCapacity field's value. +func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput { + s.FleetCapacity = v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput { + s.NextToken = &v + return s +} + +// Represents the input for a request operation. +type DescribeFleetEventsInput struct { + _ struct{} `type:"structure"` + + // The most recent date to retrieve event logs for. If no end time is specified, + // this call returns entries from the specified start time up to the present. + // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). + EndTime *time.Time `type:"timestamp"` + + // A unique identifier for the fleet to get event logs for. You can use either + // the fleet ID or ARN value. + // + // FleetId is a required field + FleetId *string `type:"string" required:"true"` + + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. + Limit *int64 `min:"1" type:"integer"` + + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. + NextToken *string `min:"1" type:"string"` + + // The earliest date to retrieve event logs for. If no start time is specified, + // this call returns entries starting from when the fleet was created to the + // specified end time. Format is a number expressed in Unix time as milliseconds + // (ex: "1469498468.057"). + StartTime *time.Time `type:"timestamp"` +} + +// String returns the string representation +func (s DescribeFleetEventsInput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetEventsInput) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *DescribeFleetEventsInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetEventsInput"} + if s.FleetId == nil { + invalidParams.Add(request.NewErrParamRequired("FleetId")) + } + if s.Limit != nil && *s.Limit < 1 { + invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) + } + if s.NextToken != nil && len(*s.NextToken) < 1 { + invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetEndTime sets the EndTime field's value. +func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput { + s.EndTime = &v + return s +} + +// SetFleetId sets the FleetId field's value. +func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput { + s.FleetId = &v + return s +} + +// SetLimit sets the Limit field's value. +func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput { + s.Limit = &v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput { + s.NextToken = &v + return s +} + +// SetStartTime sets the StartTime field's value. +func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput { + s.StartTime = &v + return s +} + +// Represents the returned data in response to a request operation. +type DescribeFleetEventsOutput struct { + _ struct{} `type:"structure"` + + // A collection of objects containing event log entries for the specified fleet. + Events []*Event `type:"list"` + + // A token that indicates where to resume retrieving results on the next call + // to this operation. If no token is returned, these results represent the end + // of the list. + NextToken *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s DescribeFleetEventsOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s DescribeFleetEventsOutput) GoString() string { + return s.String() +} + +// SetEvents sets the Events field's value. +func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput { + s.Events = v + return s +} + +// SetNextToken sets the NextToken field's value. +func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput { + s.NextToken = &v + return s +} + +// Represents the input for a request operation. +type DescribeFleetLocationAttributesInput struct { + _ struct{} `type:"structure"` + + // A unique identifier for the fleet to retrieve remote locations for. You can + // use either the fleet ID or ARN value. + // + // FleetId is a required field + FleetId *string `type:"string" required:"true"` + + // The maximum number of results to return. Use this parameter with NextToken + // to get results as a set of sequential pages. This limit is not currently + // enforced. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. This parameter - // is ignored when the request specifies one or a list of fleet IDs. + // A list of fleet locations to retrieve information for. Specify locations + // in the form of an AWS Region code, such as us-west-2. + Locations []*string `min:"1" type:"list"` + + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } // String returns the string representation -func (s DescribeFleetAttributesInput) String() string { +func (s DescribeFleetLocationAttributesInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetAttributesInput) GoString() string { +func (s DescribeFleetLocationAttributesInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeFleetAttributesInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeFleetAttributesInput"} - if s.FleetIds != nil && len(s.FleetIds) < 1 { - invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) +func (s *DescribeFleetLocationAttributesInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetLocationAttributesInput"} + if s.FleetId == nil { + invalidParams.Add(request.NewErrParamRequired("FleetId")) } if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } + if s.Locations != nil && len(s.Locations) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Locations", 1)) + } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } @@ -16135,101 +16958,124 @@ func (s *DescribeFleetAttributesInput) Validate() error { return nil } -// SetFleetIds sets the FleetIds field's value. -func (s *DescribeFleetAttributesInput) SetFleetIds(v []*string) *DescribeFleetAttributesInput { - s.FleetIds = v +// SetFleetId sets the FleetId field's value. +func (s *DescribeFleetLocationAttributesInput) SetFleetId(v string) *DescribeFleetLocationAttributesInput { + s.FleetId = &v return s } // SetLimit sets the Limit field's value. -func (s *DescribeFleetAttributesInput) SetLimit(v int64) *DescribeFleetAttributesInput { +func (s *DescribeFleetLocationAttributesInput) SetLimit(v int64) *DescribeFleetLocationAttributesInput { s.Limit = &v return s } +// SetLocations sets the Locations field's value. +func (s *DescribeFleetLocationAttributesInput) SetLocations(v []*string) *DescribeFleetLocationAttributesInput { + s.Locations = v + return s +} + // SetNextToken sets the NextToken field's value. -func (s *DescribeFleetAttributesInput) SetNextToken(v string) *DescribeFleetAttributesInput { +func (s *DescribeFleetLocationAttributesInput) SetNextToken(v string) *DescribeFleetLocationAttributesInput { s.NextToken = &v return s } // Represents the returned data in response to a request operation. -type DescribeFleetAttributesOutput struct { +type DescribeFleetLocationAttributesOutput struct { _ struct{} `type:"structure"` - // A collection of objects containing attribute metadata for each requested - // fleet ID. Attribute objects are returned only for fleets that currently exist. - FleetAttributes []*FleetAttributes `type:"list"` + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet that location attributes were requested + // for. + FleetId *string `type:"string"` + + // Location-specific information on the requested fleet's remote locations. + LocationAttributes []*LocationAttributes `type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` } // String returns the string representation -func (s DescribeFleetAttributesOutput) String() string { +func (s DescribeFleetLocationAttributesOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetAttributesOutput) GoString() string { +func (s DescribeFleetLocationAttributesOutput) GoString() string { return s.String() } -// SetFleetAttributes sets the FleetAttributes field's value. -func (s *DescribeFleetAttributesOutput) SetFleetAttributes(v []*FleetAttributes) *DescribeFleetAttributesOutput { - s.FleetAttributes = v +// SetFleetArn sets the FleetArn field's value. +func (s *DescribeFleetLocationAttributesOutput) SetFleetArn(v string) *DescribeFleetLocationAttributesOutput { + s.FleetArn = &v + return s +} + +// SetFleetId sets the FleetId field's value. +func (s *DescribeFleetLocationAttributesOutput) SetFleetId(v string) *DescribeFleetLocationAttributesOutput { + s.FleetId = &v + return s +} + +// SetLocationAttributes sets the LocationAttributes field's value. +func (s *DescribeFleetLocationAttributesOutput) SetLocationAttributes(v []*LocationAttributes) *DescribeFleetLocationAttributesOutput { + s.LocationAttributes = v return s } // SetNextToken sets the NextToken field's value. -func (s *DescribeFleetAttributesOutput) SetNextToken(v string) *DescribeFleetAttributesOutput { +func (s *DescribeFleetLocationAttributesOutput) SetNextToken(v string) *DescribeFleetLocationAttributesOutput { s.NextToken = &v return s } // Represents the input for a request operation. -type DescribeFleetCapacityInput struct { +type DescribeFleetLocationCapacityInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet(s) to retrieve capacity information for. - // You can use either the fleet ID or ARN value. - FleetIds []*string `min:"1" type:"list"` - - // The maximum number of results to return. Use this parameter with NextToken - // to get results as a set of sequential pages. This parameter is ignored when - // the request specifies one or a list of fleet IDs. - Limit *int64 `min:"1" type:"integer"` + // A unique identifier for the fleet to request location capacity for. You can + // use either the fleet ID or ARN value. + // + // FleetId is a required field + FleetId *string `type:"string" required:"true"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. This parameter - // is ignored when the request specifies one or a list of fleet IDs. - NextToken *string `min:"1" type:"string"` + // The fleet location to retrieve capacity information for. Specify a location + // in the form of an AWS Region code, such as us-west-2. + // + // Location is a required field + Location *string `min:"1" type:"string" required:"true"` } // String returns the string representation -func (s DescribeFleetCapacityInput) String() string { +func (s DescribeFleetLocationCapacityInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetCapacityInput) GoString() string { +func (s DescribeFleetLocationCapacityInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeFleetCapacityInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeFleetCapacityInput"} - if s.FleetIds != nil && len(s.FleetIds) < 1 { - invalidParams.Add(request.NewErrParamMinLen("FleetIds", 1)) +func (s *DescribeFleetLocationCapacityInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetLocationCapacityInput"} + if s.FleetId == nil { + invalidParams.Add(request.NewErrParamRequired("FleetId")) } - if s.Limit != nil && *s.Limit < 1 { - invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) + if s.Location == nil { + invalidParams.Add(request.NewErrParamRequired("Location")) } - if s.NextToken != nil && len(*s.NextToken) < 1 { - invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if invalidParams.Len() > 0 { @@ -16238,113 +17084,81 @@ func (s *DescribeFleetCapacityInput) Validate() error { return nil } -// SetFleetIds sets the FleetIds field's value. -func (s *DescribeFleetCapacityInput) SetFleetIds(v []*string) *DescribeFleetCapacityInput { - s.FleetIds = v - return s -} - -// SetLimit sets the Limit field's value. -func (s *DescribeFleetCapacityInput) SetLimit(v int64) *DescribeFleetCapacityInput { - s.Limit = &v +// SetFleetId sets the FleetId field's value. +func (s *DescribeFleetLocationCapacityInput) SetFleetId(v string) *DescribeFleetLocationCapacityInput { + s.FleetId = &v return s } -// SetNextToken sets the NextToken field's value. -func (s *DescribeFleetCapacityInput) SetNextToken(v string) *DescribeFleetCapacityInput { - s.NextToken = &v +// SetLocation sets the Location field's value. +func (s *DescribeFleetLocationCapacityInput) SetLocation(v string) *DescribeFleetLocationCapacityInput { + s.Location = &v return s } // Represents the returned data in response to a request operation. -type DescribeFleetCapacityOutput struct { +type DescribeFleetLocationCapacityOutput struct { _ struct{} `type:"structure"` - // A collection of objects containing capacity information for each requested - // fleet ID. Leave this parameter empty to retrieve capacity information for - // all fleets. - FleetCapacity []*FleetCapacity `type:"list"` - - // Token that indicates where to resume retrieving results on the next call - // to this operation. If no token is returned, these results represent the end - // of the list. - NextToken *string `min:"1" type:"string"` + // Resource capacity information for the requested fleet location. Capacity + // objects are returned only for fleets and locations that currently exist. + FleetCapacity *FleetCapacity `type:"structure"` } // String returns the string representation -func (s DescribeFleetCapacityOutput) String() string { +func (s DescribeFleetLocationCapacityOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetCapacityOutput) GoString() string { +func (s DescribeFleetLocationCapacityOutput) GoString() string { return s.String() } // SetFleetCapacity sets the FleetCapacity field's value. -func (s *DescribeFleetCapacityOutput) SetFleetCapacity(v []*FleetCapacity) *DescribeFleetCapacityOutput { +func (s *DescribeFleetLocationCapacityOutput) SetFleetCapacity(v *FleetCapacity) *DescribeFleetLocationCapacityOutput { s.FleetCapacity = v return s } -// SetNextToken sets the NextToken field's value. -func (s *DescribeFleetCapacityOutput) SetNextToken(v string) *DescribeFleetCapacityOutput { - s.NextToken = &v - return s -} - // Represents the input for a request operation. -type DescribeFleetEventsInput struct { +type DescribeFleetLocationUtilizationInput struct { _ struct{} `type:"structure"` - // Most recent date to retrieve event logs for. If no end time is specified, - // this call returns entries from the specified start time up to the present. - // Format is a number expressed in Unix time as milliseconds (ex: "1469498468.057"). - EndTime *time.Time `type:"timestamp"` - - // A unique identifier for a fleet to get event logs for. You can use either - // the fleet ID or ARN value. + // A unique identifier for the fleet to request location utilization for. You + // can use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // The maximum number of results to return. Use this parameter with NextToken - // to get results as a set of sequential pages. - Limit *int64 `min:"1" type:"integer"` - - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. - NextToken *string `min:"1" type:"string"` - - // Earliest date to retrieve event logs for. If no start time is specified, - // this call returns entries starting from when the fleet was created to the - // specified end time. Format is a number expressed in Unix time as milliseconds - // (ex: "1469498468.057"). - StartTime *time.Time `type:"timestamp"` + // The fleet location to retrieve utilization information for. Specify a location + // in the form of an AWS Region code, such as us-west-2. + // + // Location is a required field + Location *string `min:"1" type:"string" required:"true"` } // String returns the string representation -func (s DescribeFleetEventsInput) String() string { +func (s DescribeFleetLocationUtilizationInput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetEventsInput) GoString() string { +func (s DescribeFleetLocationUtilizationInput) GoString() string { return s.String() } // Validate inspects the fields of the type to determine if they are valid. -func (s *DescribeFleetEventsInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "DescribeFleetEventsInput"} +func (s *DescribeFleetLocationUtilizationInput) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "DescribeFleetLocationUtilizationInput"} if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } - if s.Limit != nil && *s.Limit < 1 { - invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) + if s.Location == nil { + invalidParams.Add(request.NewErrParamRequired("Location")) } - if s.NextToken != nil && len(*s.NextToken) < 1 { - invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) } if invalidParams.Len() > 0 { @@ -16353,68 +17167,40 @@ func (s *DescribeFleetEventsInput) Validate() error { return nil } -// SetEndTime sets the EndTime field's value. -func (s *DescribeFleetEventsInput) SetEndTime(v time.Time) *DescribeFleetEventsInput { - s.EndTime = &v - return s -} - // SetFleetId sets the FleetId field's value. -func (s *DescribeFleetEventsInput) SetFleetId(v string) *DescribeFleetEventsInput { +func (s *DescribeFleetLocationUtilizationInput) SetFleetId(v string) *DescribeFleetLocationUtilizationInput { s.FleetId = &v return s } -// SetLimit sets the Limit field's value. -func (s *DescribeFleetEventsInput) SetLimit(v int64) *DescribeFleetEventsInput { - s.Limit = &v - return s -} - -// SetNextToken sets the NextToken field's value. -func (s *DescribeFleetEventsInput) SetNextToken(v string) *DescribeFleetEventsInput { - s.NextToken = &v - return s -} - -// SetStartTime sets the StartTime field's value. -func (s *DescribeFleetEventsInput) SetStartTime(v time.Time) *DescribeFleetEventsInput { - s.StartTime = &v +// SetLocation sets the Location field's value. +func (s *DescribeFleetLocationUtilizationInput) SetLocation(v string) *DescribeFleetLocationUtilizationInput { + s.Location = &v return s } // Represents the returned data in response to a request operation. -type DescribeFleetEventsOutput struct { +type DescribeFleetLocationUtilizationOutput struct { _ struct{} `type:"structure"` - // A collection of objects containing event log entries for the specified fleet. - Events []*Event `type:"list"` - - // Token that indicates where to resume retrieving results on the next call - // to this operation. If no token is returned, these results represent the end - // of the list. - NextToken *string `min:"1" type:"string"` + // Utilization information for the requested fleet location. Utilization objects + // are returned only for fleets and locations that currently exist. + FleetUtilization *FleetUtilization `type:"structure"` } // String returns the string representation -func (s DescribeFleetEventsOutput) String() string { +func (s DescribeFleetLocationUtilizationOutput) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s DescribeFleetEventsOutput) GoString() string { +func (s DescribeFleetLocationUtilizationOutput) GoString() string { return s.String() } -// SetEvents sets the Events field's value. -func (s *DescribeFleetEventsOutput) SetEvents(v []*Event) *DescribeFleetEventsOutput { - s.Events = v - return s -} - -// SetNextToken sets the NextToken field's value. -func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsOutput { - s.NextToken = &v +// SetFleetUtilization sets the FleetUtilization field's value. +func (s *DescribeFleetLocationUtilizationOutput) SetFleetUtilization(v *FleetUtilization) *DescribeFleetLocationUtilizationOutput { + s.FleetUtilization = v return s } @@ -16422,11 +17208,15 @@ func (s *DescribeFleetEventsOutput) SetNextToken(v string) *DescribeFleetEventsO type DescribeFleetPortSettingsInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet to retrieve port settings for. You can use - // either the fleet ID or ARN value. + // A unique identifier for the fleet to retrieve port settings for. You can + // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` + + // A remote location to check for status of port setting updates. Use the AWS + // Region code format, such as us-west-2. + Location *string `min:"1" type:"string"` } // String returns the string representation @@ -16445,6 +17235,9 @@ func (s *DescribeFleetPortSettingsInput) Validate() error { if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } if invalidParams.Len() > 0 { return invalidParams @@ -16458,12 +17251,34 @@ func (s *DescribeFleetPortSettingsInput) SetFleetId(v string) *DescribeFleetPort return s } +// SetLocation sets the Location field's value. +func (s *DescribeFleetPortSettingsInput) SetLocation(v string) *DescribeFleetPortSettingsInput { + s.Location = &v + return s +} + // Represents the returned data in response to a request operation. type DescribeFleetPortSettingsOutput struct { _ struct{} `type:"structure"` + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet that was requested. + FleetId *string `type:"string"` + // The port settings for the requested fleet ID. InboundPermissions []*IpPermission `type:"list"` + + // The requested fleet location, expressed as an AWS Region code, such as us-west-2. + Location *string `min:"1" type:"string"` + + // The current status of updates to the fleet's port settings in the requested + // fleet location. A status of PENDING_UPDATE indicates that an update was requested + // for the fleet but has not yet been completed for the location. + UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"` } // String returns the string representation @@ -16476,21 +17291,43 @@ func (s DescribeFleetPortSettingsOutput) GoString() string { return s.String() } +// SetFleetArn sets the FleetArn field's value. +func (s *DescribeFleetPortSettingsOutput) SetFleetArn(v string) *DescribeFleetPortSettingsOutput { + s.FleetArn = &v + return s +} + +// SetFleetId sets the FleetId field's value. +func (s *DescribeFleetPortSettingsOutput) SetFleetId(v string) *DescribeFleetPortSettingsOutput { + s.FleetId = &v + return s +} + // SetInboundPermissions sets the InboundPermissions field's value. func (s *DescribeFleetPortSettingsOutput) SetInboundPermissions(v []*IpPermission) *DescribeFleetPortSettingsOutput { s.InboundPermissions = v return s } +// SetLocation sets the Location field's value. +func (s *DescribeFleetPortSettingsOutput) SetLocation(v string) *DescribeFleetPortSettingsOutput { + s.Location = &v + return s +} + +// SetUpdateStatus sets the UpdateStatus field's value. +func (s *DescribeFleetPortSettingsOutput) SetUpdateStatus(v string) *DescribeFleetPortSettingsOutput { + s.UpdateStatus = &v + return s +} + // Represents the input for a request operation. type DescribeFleetUtilizationInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet(s) to retrieve utilization data for. You + // A unique identifier for the fleet(s) to retrieve utilization data for. You // can use either the fleet ID or ARN value. To retrieve attributes for all - // current fleets, do not include this parameter. If the list of fleet identifiers - // includes fleets that don't currently exist, the request succeeds but no attributes - // for that fleet are returned. + // current fleets, do not include this parameter. FleetIds []*string `min:"1" type:"list"` // The maximum number of results to return. Use this parameter with NextToken @@ -16498,9 +17335,9 @@ type DescribeFleetUtilizationInput struct { // the request specifies one or a list of fleet IDs. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. This parameter + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. This parameter // is ignored when the request specifies one or a list of fleet IDs. NextToken *string `min:"1" type:"string"` } @@ -16557,10 +17394,11 @@ type DescribeFleetUtilizationOutput struct { _ struct{} `type:"structure"` // A collection of objects containing utilization information for each requested - // fleet ID. + // fleet ID. Utilization objects are returned only for fleets that currently + // exist. FleetUtilization []*FleetUtilization `type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -16729,12 +17567,12 @@ type DescribeGameServerInstancesInput struct { InstanceIds []*string `min:"1" type:"list"` // The maximum number of results to return. Use this parameter with NextToken - // to get results as a set of sequential segments. + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // A token that indicates the start of the next sequential segment of results. - // Use the token returned with the previous call to this operation. To start - // at the beginning of the result set, do not specify a value. + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } @@ -16858,12 +17696,12 @@ func (s *DescribeGameServerOutput) SetGameServer(v *GameServer) *DescribeGameSer type DescribeGameSessionDetailsInput struct { _ struct{} `type:"structure"` - // A unique identifier for an alias associated with the fleet to retrieve all + // A unique identifier for the alias associated with the fleet to retrieve all // game sessions for. You can use either the alias ID or ARN value. AliasId *string `type:"string"` - // A unique identifier for a fleet to retrieve all game sessions active on the - // fleet. You can use either the fleet ID or ARN value. + // A unique identifier for the fleet to retrieve all game sessions active on + // the fleet. You can use either the fleet ID or ARN value. FleetId *string `type:"string"` // A unique identifier for the game session to retrieve. @@ -16873,9 +17711,13 @@ type DescribeGameSessionDetailsInput struct { // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. + // A fleet location to get game sessions for. You can specify a fleet's home + // Region or a remote location. Use the AWS Region code format, such as us-west-2. + Location *string `min:"1" type:"string"` + + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Game session status to filter results on. Possible game session statuses @@ -16903,6 +17745,9 @@ func (s *DescribeGameSessionDetailsInput) Validate() error { if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } @@ -16940,6 +17785,12 @@ func (s *DescribeGameSessionDetailsInput) SetLimit(v int64) *DescribeGameSession return s } +// SetLocation sets the Location field's value. +func (s *DescribeGameSessionDetailsInput) SetLocation(v string) *DescribeGameSessionDetailsInput { + s.Location = &v + return s +} + // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionDetailsInput) SetNextToken(v string) *DescribeGameSessionDetailsInput { s.NextToken = &v @@ -16956,11 +17807,10 @@ func (s *DescribeGameSessionDetailsInput) SetStatusFilter(v string) *DescribeGam type DescribeGameSessionDetailsOutput struct { _ struct{} `type:"structure"` - // A collection of objects containing game session properties and the protection - // policy currently in force for each session matching the request. + // A collection of properties for each game session that matches the request. GameSessionDetails []*GameSessionDetail `type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -17156,11 +18006,11 @@ func (s *DescribeGameSessionQueuesOutput) SetNextToken(v string) *DescribeGameSe type DescribeGameSessionsInput struct { _ struct{} `type:"structure"` - // A unique identifier for an alias associated with the fleet to retrieve all - // game sessions for. You can use either the alias ID or ARN value. + // A unique identifier for the alias associated with the fleet to retrieve game + // sessions for. You can use either the alias ID or ARN value. AliasId *string `type:"string"` - // A unique identifier for a fleet to retrieve all game sessions for. You can + // A unique identifier for the fleet to retrieve game sessions for. You can // use either the fleet ID or ARN value. FleetId *string `type:"string"` @@ -17171,14 +18021,19 @@ type DescribeGameSessionsInput struct { // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. + // A fleet location to get game session details for. You can specify a fleet's + // home Region or a remote location. Use the AWS Region code format, such as + // us-west-2. + Location *string `min:"1" type:"string"` + + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` - // Game session status to filter results on. Possible game session statuses - // include ACTIVE, TERMINATED, ACTIVATING, and TERMINATING (the last two are - // transitory). + // Game session status to filter results on. You can filter on the following + // states: ACTIVE, TERMINATED, ACTIVATING, and TERMINATING. The last two are + // transitory and used for only very brief periods of time. StatusFilter *string `min:"1" type:"string"` } @@ -17201,6 +18056,9 @@ func (s *DescribeGameSessionsInput) Validate() error { if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } @@ -17238,6 +18096,12 @@ func (s *DescribeGameSessionsInput) SetLimit(v int64) *DescribeGameSessionsInput return s } +// SetLocation sets the Location field's value. +func (s *DescribeGameSessionsInput) SetLocation(v string) *DescribeGameSessionsInput { + s.Location = &v + return s +} + // SetNextToken sets the NextToken field's value. func (s *DescribeGameSessionsInput) SetNextToken(v string) *DescribeGameSessionsInput { s.NextToken = &v @@ -17254,11 +18118,10 @@ func (s *DescribeGameSessionsInput) SetStatusFilter(v string) *DescribeGameSessi type DescribeGameSessionsOutput struct { _ struct{} `type:"structure"` - // A collection of objects containing game session properties for each session - // matching the request. + // A collection of properties for each game session that matches the request. GameSessions []*GameSession `type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -17290,7 +18153,7 @@ func (s *DescribeGameSessionsOutput) SetNextToken(v string) *DescribeGameSession type DescribeInstancesInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet to retrieve instance information for. You + // A unique identifier for the fleet to retrieve instance information for. You // can use either the fleet ID or ARN value. // // FleetId is a required field @@ -17304,9 +18167,13 @@ type DescribeInstancesInput struct { // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. + // The name of a location to retrieve instance information for, in the form + // of an AWS Region code such as us-west-2. + Location *string `min:"1" type:"string"` + + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } @@ -17329,6 +18196,9 @@ func (s *DescribeInstancesInput) Validate() error { if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } @@ -17357,6 +18227,12 @@ func (s *DescribeInstancesInput) SetLimit(v int64) *DescribeInstancesInput { return s } +// SetLocation sets the Location field's value. +func (s *DescribeInstancesInput) SetLocation(v string) *DescribeInstancesInput { + s.Location = &v + return s +} + // SetNextToken sets the NextToken field's value. func (s *DescribeInstancesInput) SetNextToken(v string) *DescribeInstancesInput { s.NextToken = &v @@ -17370,7 +18246,7 @@ type DescribeInstancesOutput struct { // A collection of objects containing properties for each instance returned. Instances []*Instance `type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -17407,9 +18283,9 @@ type DescribeMatchmakingConfigurationsInput struct { // 10. Limit *int64 `min:"1" type:"integer"` - // A unique identifier for a matchmaking configuration(s) to retrieve. You can - // use either the configuration name or ARN value. To request all existing configurations, - // leave this parameter empty. + // A unique identifier for the matchmaking configuration(s) to retrieve. You + // can use either the configuration name or ARN value. To request all existing + // configurations, leave this parameter empty. Names []*string `type:"list"` // A token that indicates the start of the next sequential page of results. @@ -17417,9 +18293,9 @@ type DescribeMatchmakingConfigurationsInput struct { // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` - // A unique identifier for a matchmaking rule set. You can use either the rule - // set name or ARN value. Use this parameter to retrieve all matchmaking configurations - // that use this rule set. + // A unique identifier for the matchmaking rule set. You can use either the + // rule set name or ARN value. Use this parameter to retrieve all matchmaking + // configurations that use this rule set. RuleSetName *string `min:"1" type:"string"` } @@ -17690,10 +18566,10 @@ type DescribePlayerSessionsInput struct { // this parameter is ignored. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. If a player session - // ID is specified, this parameter is ignored. + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. If a player + // session ID is specified, this parameter is ignored. NextToken *string `min:"1" type:"string"` // A unique identifier for a player to retrieve player sessions for. @@ -17794,7 +18670,7 @@ func (s *DescribePlayerSessionsInput) SetPlayerSessionStatusFilter(v string) *De type DescribePlayerSessionsOutput struct { _ struct{} `type:"structure"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -17830,7 +18706,7 @@ func (s *DescribePlayerSessionsOutput) SetPlayerSessions(v []*PlayerSession) *De type DescribeRuntimeConfigurationInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet to get the runtime configuration for. You + // A unique identifier for the fleet to get the runtime configuration for. You // can use either the fleet ID or ARN value. // // FleetId is a required field @@ -17870,7 +18746,7 @@ func (s *DescribeRuntimeConfigurationInput) SetFleetId(v string) *DescribeRuntim type DescribeRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` - // Instructions describing how server processes should be launched and maintained + // Instructions that describe how server processes should be launched and maintained // on each instance in the fleet. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } @@ -17895,7 +18771,7 @@ func (s *DescribeRuntimeConfigurationOutput) SetRuntimeConfiguration(v *RuntimeC type DescribeScalingPoliciesInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet to retrieve scaling policies for. You can + // A unique identifier for the fleet to retrieve scaling policies for. You can // use either the fleet ID or ARN value. // // FleetId is a required field @@ -17905,9 +18781,12 @@ type DescribeScalingPoliciesInput struct { // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. + // CONTENT TODO + Location *string `min:"1" type:"string"` + + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Scaling policy status to filter results on. A scaling policy is only in force @@ -17949,6 +18828,9 @@ func (s *DescribeScalingPoliciesInput) Validate() error { if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } @@ -17971,6 +18853,12 @@ func (s *DescribeScalingPoliciesInput) SetLimit(v int64) *DescribeScalingPolicie return s } +// SetLocation sets the Location field's value. +func (s *DescribeScalingPoliciesInput) SetLocation(v string) *DescribeScalingPoliciesInput { + s.Location = &v + return s +} + // SetNextToken sets the NextToken field's value. func (s *DescribeScalingPoliciesInput) SetNextToken(v string) *DescribeScalingPoliciesInput { s.NextToken = &v @@ -17987,7 +18875,7 @@ func (s *DescribeScalingPoliciesInput) SetStatusFilter(v string) *DescribeScalin type DescribeScalingPoliciesOutput struct { _ struct{} `type:"structure"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -18021,7 +18909,7 @@ func (s *DescribeScalingPoliciesOutput) SetScalingPolicies(v []*ScalingPolicy) * type DescribeScriptInput struct { _ struct{} `type:"structure"` - // A unique identifier for a Realtime script to retrieve properties for. You + // A unique identifier for the Realtime script to retrieve properties for. You // can use either the script ID or ARN value. // // ScriptId is a required field @@ -18122,7 +19010,8 @@ func (s *DescribeVpcPeeringAuthorizationsOutput) SetVpcPeeringAuthorizations(v [ type DescribeVpcPeeringConnectionsInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet. You can use either the fleet ID or ARN value. + // A unique identifier for the fleet. You can use either the fleet ID or ARN + // value. FleetId *string `type:"string"` } @@ -18171,8 +19060,8 @@ func (s *DescribeVpcPeeringConnectionsOutput) SetVpcPeeringConnections(v []*VpcP type DesiredPlayerSession struct { _ struct{} `type:"structure"` - // Developer-defined information related to a player. Amazon GameLift does not - // use this data, so it can be formatted as needed for use in the game. + // Developer-defined information related to a player. GameLift does not use + // this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // A unique identifier for a player to associate with the player session. @@ -18217,47 +19106,35 @@ func (s *DesiredPlayerSession) SetPlayerId(v string) *DesiredPlayerSession { return s } -// Current status of fleet capacity. The number of active instances should match -// or be in the process of matching the number of desired instances. Pending -// and terminating counts are non-zero only if fleet capacity is adjusting to -// an UpdateFleetCapacity request, or if access to resources is temporarily -// affected. -// -// * CreateFleet -// -// * ListFleets +// Resource capacity settings. Fleet capacity is measured in EC2 instances. +// Pending and terminating counts are non-zero when the fleet capacity is adjusting +// to a scaling event or if access to resources is temporarily affected. // -// * DeleteFleet -// -// * DescribeFleetAttributes -// -// * UpdateFleetAttributes -// -// * StartFleetActions or StopFleetActions +// EC2 instance counts are part of FleetCapacity. type EC2InstanceCounts struct { _ struct{} `type:"structure"` - // Actual number of active instances in the fleet. + // Actual number of instances that are ready to host game sessions. ACTIVE *int64 `type:"integer"` - // Ideal number of active instances in the fleet. + // Ideal number of active instances. GameLift will always try to maintain the + // desired number of instances. Capacity is scaled up or down by changing the + // desired instances. DESIRED *int64 `type:"integer"` - // Number of active instances in the fleet that are not currently hosting a - // game session. + // Number of active instances that are not currently hosting a game session. IDLE *int64 `type:"integer"` - // The maximum value allowed for the fleet's instance count. + // The maximum instance count value allowed. MAXIMUM *int64 `type:"integer"` - // The minimum value allowed for the fleet's instance count. + // The minimum instance count value allowed. MINIMUM *int64 `type:"integer"` - // Number of instances in the fleet that are starting but not yet active. + // Number of instances that are starting but not yet active. PENDING *int64 `type:"integer"` - // Number of instances in the fleet that are no longer active but haven't yet - // been terminated. + // Number of instances that are no longer active but haven't yet been terminated. TERMINATING *int64 `type:"integer"` } @@ -18313,25 +19190,32 @@ func (s *EC2InstanceCounts) SetTERMINATING(v int64) *EC2InstanceCounts { return s } -// The maximum number of instances allowed based on the Amazon Elastic Compute -// Cloud (Amazon EC2) instance type. Instance limits can be retrieved by calling -// DescribeEC2InstanceLimits. +// The GameLift service limits for an EC2 instance type and current utilization. +// GameLift allows AWS accounts a maximum number of instances, per instance +// type, per AWS Region or location, for use with GameLift. You can request +// an limit increase for your account by using the Service limits page in the +// GameLift console. +// +// Related actions +// +// DescribeEC2InstanceLimits type EC2InstanceLimit struct { _ struct{} `type:"structure"` - // Number of instances of the specified type that are currently in use by this - // AWS account. + // The number of instances for the specified type and location that are currently + // being used by the AWS account. CurrentInstances *int64 `type:"integer"` - // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet - // instance type determines the computing resources of each instance in the - // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift - // supports the following EC2 instance types. See Amazon EC2 Instance Types - // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. + // The name of an EC2 instance type. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) + // for detailed descriptions. EC2InstanceType *string `type:"string" enum:"EC2InstanceType"` - // Number of instances allowed. + // The number of instances that is allowed for the specified instance type and + // location. InstanceLimit *int64 `type:"integer"` + + // An AWS Region code, such as us-west-2. + Location *string `min:"1" type:"string"` } // String returns the string representation @@ -18362,9 +19246,19 @@ func (s *EC2InstanceLimit) SetInstanceLimit(v int64) *EC2InstanceLimit { return s } -// Log entry describing an event that involves Amazon GameLift resources (such -// as a fleet). In addition to tracking activity, event codes and messages can -// provide additional information for troubleshooting and debugging problems. +// SetLocation sets the Location field's value. +func (s *EC2InstanceLimit) SetLocation(v string) *EC2InstanceLimit { + s.Location = &v + return s +} + +// Log entry describing an event that involves GameLift resources (such as a +// fleet). In addition to tracking activity, event codes and messages can provide +// additional information for troubleshooting and debugging problems. +// +// Related actions +// +// DescribeFleetEvents type Event struct { _ struct{} `type:"structure"` @@ -18389,20 +19283,20 @@ type Event struct { // the logs by using the URL in PreSignedLogUrl. // // * FLEET_CREATION_RUNNING_INSTALLER – The game server build files were - // successfully extracted, and the Amazon GameLift is now running the build's - // install script (if one is included). Failure in this stage prevents a - // fleet from moving to ACTIVE status. Logs for this stage list the installation - // steps and whether or not the install completed successfully. Access the - // logs by using the URL in PreSignedLogUrl. + // successfully extracted, and the GameLift is now running the build's install + // script (if one is included). Failure in this stage prevents a fleet from + // moving to ACTIVE status. Logs for this stage list the installation steps + // and whether or not the install completed successfully. Access the logs + // by using the URL in PreSignedLogUrl. // // * FLEET_CREATION_VALIDATING_RUNTIME_CONFIG -- The build process was successful, - // and the Amazon GameLift is now verifying that the game server launch paths, - // which are specified in the fleet's runtime configuration, exist. If any - // listed launch path exists, Amazon GameLift tries to launch a game server - // process and waits for the process to report ready. Failures in this stage - // prevent a fleet from moving to ACTIVE status. Logs for this stage list - // the launch paths in the runtime configuration and indicate whether each - // is found. Access the logs by using the URL in PreSignedLogUrl. + // and the GameLift is now verifying that the game server launch paths, which + // are specified in the fleet's runtime configuration, exist. If any listed + // launch path exists, GameLift tries to launch a game server process and + // waits for the process to report ready. Failures in this stage prevent + // a fleet from moving to ACTIVE status. Logs for this stage list the launch + // paths in the runtime configuration and indicate whether each is found. + // Access the logs by using the URL in PreSignedLogUrl. // // * FLEET_STATE_VALIDATING -- Fleet status changed from DOWNLOADING to VALIDATING. // @@ -18430,7 +19324,7 @@ type Event struct { // VPC peering events: // // * FLEET_VPC_PEERING_SUCCEEDED -- A VPC peering connection has been established - // between the VPC for an Amazon GameLift fleet and a VPC in your AWS account. + // between the VPC for an GameLift fleet and a VPC in your AWS account. // // * FLEET_VPC_PEERING_FAILED -- A requested VPC peering connection has failed. // Event details and status information (see DescribeVpcPeeringConnections) @@ -18475,7 +19369,7 @@ type Event struct { // Location of stored logs with additional detail that is related to the event. // This is useful for debugging issues. The URL is valid for 15 minutes. You - // can also access fleet creation logs through the Amazon GameLift console. + // can also access fleet creation logs through the GameLift console. PreSignedLogUrl *string `min:"1" type:"string"` // A unique identifier for an event resource, such as a fleet ID. @@ -18528,85 +19422,120 @@ func (s *Event) SetResourceId(v string) *Event { return s } -// General properties describing a fleet. -// -// * CreateFleet -// -// * ListFleets -// -// * DeleteFleet +// A list of fleet locations where a game session queue can place new game sessions. +// You can use a filter to temporarily turn off placements for specific locations. +// For queues that have multi-location fleets, you can use a filter configuration +// allow placement with some, but not all of these locations. // -// * DescribeFleetAttributes +// Filter configurations are part of a GameSessionQueue. +type FilterConfiguration struct { + _ struct{} `type:"structure"` + + // A list of locations to allow game session placement in, in the form of AWS + // Region codes such as us-west-2. + AllowedLocations []*string `min:"1" type:"list"` +} + +// String returns the string representation +func (s FilterConfiguration) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s FilterConfiguration) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *FilterConfiguration) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "FilterConfiguration"} + if s.AllowedLocations != nil && len(s.AllowedLocations) < 1 { + invalidParams.Add(request.NewErrParamMinLen("AllowedLocations", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetAllowedLocations sets the AllowedLocations field's value. +func (s *FilterConfiguration) SetAllowedLocations(v []*string) *FilterConfiguration { + s.AllowedLocations = v + return s +} + +// Describes a GameLift fleet of game hosting resources. // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// CreateFleet | DescribeFleetAttributes type FleetAttributes struct { _ struct{} `type:"structure"` - // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift build resource that is deployed on instances // in this fleet. In a GameLift build ARN, the resource ID matches the BuildId // value. BuildArn *string `type:"string"` - // A unique identifier for a build. + // A unique identifier for the build resource that is deployed on instances + // in this fleet. BuildId *string `type:"string"` // Indicates whether a TLS/SSL certificate was generated for the fleet. CertificateConfiguration *CertificateConfiguration `type:"structure"` - // Time stamp indicating when this data object was created. Format is a number + // A time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` - // Human-readable description of the fleet. + // A human-readable description of the fleet. Description *string `min:"1" type:"string"` - // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift fleet resource and uniquely identifies it. - // ARNs are unique across all Regions. In a GameLift fleet ARN, the resource - // ID matches the FleetId value. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + // In a GameLift fleet ARN, the resource ID matches the FleetId value. FleetArn *string `type:"string"` - // A unique identifier for a fleet. + // A unique identifier for the fleet. FleetId *string `type:"string"` - // Indicates whether the fleet uses on-demand or spot instances. A spot instance - // in use may be interrupted with a two-minute notification. + // The kind of instances, On-Demand or Spot, that this fleet uses. FleetType *string `type:"string" enum:"FleetType"` // A unique identifier for an AWS IAM role that manages access to your AWS services. + // With an instance role ARN set, any application that runs on an instance in + // this fleet can assume the role, including install scripts, server processes, + // and daemons (background processes). Create a role or look up a role's ARN + // by using the IAM dashboard (https://console.aws.amazon.com/iam/) in the AWS + // Management Console. Learn more about using on-box credentials for your game + // servers at Access external resources from a game server (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-resources.html). InstanceRoleArn *string `min:"1" type:"string"` - // EC2 instance type indicating the computing resources of each instance in - // the fleet, including CPU, memory, storage, and networking capacity. See Amazon - // EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) for detailed - // descriptions. + // The EC2 instance type that determines the computing resources of each instance + // in the fleet. Instance type defines the CPU, memory, storage, and networking + // capacity. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) + // for detailed descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` - // Location of default log files. When a server process is shut down, Amazon - // GameLift captures and stores any log files in this location. These logs are - // in addition to game session logs; see more on game session logs in the Amazon - // GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-api-server-code). - // If no default log path for a fleet is specified, Amazon GameLift automatically - // uploads logs that are stored on each instance at C:\game\logs (for Windows) - // or /local/game/logs (for Linux). Use the Amazon GameLift console to access - // stored logs. + // This parameter is no longer used. Game session log paths are now defined + // using the GameLift server API ProcessReady() logParameters. See more information + // in the Server API Reference (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api-ref.html#gamelift-sdk-server-api-ref-dataypes-process). LogPaths []*string `type:"list"` - // Names of metric groups that this fleet is included in. In Amazon CloudWatch, - // you can view metrics for an individual fleet or aggregated metrics for fleets - // that are in a fleet metric group. A fleet can be included in only one metric - // group at a time. + // Name of a metric group that metrics for this fleet are added to. In Amazon + // CloudWatch, you can view aggregated metrics for fleets that are in a metric + // group. A fleet can be included in only one metric group at a time. MetricGroups []*string `type:"list"` // A descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` - // The type of game session protection to set for all new instances started - // in the fleet. + // The type of game session protection to set on all new instances that are + // started in the fleet. // // * NoProtection -- The game session can be terminated during a scale-down // event. @@ -18615,43 +19544,42 @@ type FleetAttributes struct { // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` - // Operating system of the fleet's computing resources. A fleet's operating - // system depends on the OS specified for the build that is deployed on this - // fleet. + // The operating system of the fleet's computing resources. A fleet's operating + // system is determined by the OS of the build or script that is deployed on + // this fleet. OperatingSystem *string `type:"string" enum:"OperatingSystem"` - // Fleet policy to limit the number of game sessions an individual player can - // create over a span of time. + // The fleet policy that limits the number of game sessions an individual player + // can create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` - // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift script resource that is deployed on instances // in this fleet. In a GameLift script ARN, the resource ID matches the ScriptId // value. ScriptArn *string `type:"string"` - // A unique identifier for a Realtime script. + // A unique identifier for the Realtime script resource that is deployed on + // instances in this fleet. ScriptId *string `type:"string"` - // Game server launch parameters specified for fleets created before 2016-08-04 - // (or AWS SDK v. 0.12.16). Server launch parameters for fleets created after - // this date are specified in the fleet's RuntimeConfiguration. + // This parameter is no longer used. Server launch parameters are now defined + // using the fleet's RuntimeConfiguration parameter. Requests that use this + // parameter instead continue to be valid. ServerLaunchParameters *string `min:"1" type:"string"` - // Path to a game server executable in the fleet's build, specified for fleets - // created before 2016-08-04 (or AWS SDK v. 0.12.16). Server launch paths for - // fleets created after this date are specified in the fleet's RuntimeConfiguration. + // This parameter is no longer used. Server launch paths are now defined using + // the fleet's RuntimeConfiguration parameter. Requests that use this parameter + // instead continue to be valid. ServerLaunchPath *string `min:"1" type:"string"` - // Current status of the fleet. - // - // Possible fleet statuses include the following: + // Current status of the fleet. Possible fleet statuses include the following: // // * NEW -- A new fleet has been defined and desired instances is set to // 1. // - // * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- Amazon GameLift is setting - // up the new fleet, creating new instances with the game build or Realtime + // * DOWNLOADING/VALIDATING/BUILDING/ACTIVATING -- GameLift is setting up + // the new fleet, creating new instances with the game build or Realtime // script and starting server processes. // // * ACTIVE -- Hosts can now accept game sessions. @@ -18664,12 +19592,12 @@ type FleetAttributes struct { // * TERMINATED -- The fleet no longer exists. Status *string `type:"string" enum:"FleetStatus"` - // List of fleet activity that have been suspended using StopFleetActions. This - // includes auto-scaling. + // A list of fleet activity that has been suspended using StopFleetActions. + // This includes fleet auto-scaling. StoppedActions []*string `min:"1" type:"list"` - // Time stamp indicating when this data object was terminated. Format is a number - // expressed in Unix time as milliseconds (for example "1469498468.057"). + // A time stamp indicating when this data object was terminated. Format is a + // number expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp"` } @@ -18821,37 +19749,35 @@ func (s *FleetAttributes) SetTerminationTime(v time.Time) *FleetAttributes { return s } -// Information about the fleet's capacity. Fleet capacity is measured in EC2 -// instances. By default, new fleets have a capacity of one instance, but can -// be updated as needed. The maximum number of instances for a fleet is determined -// by the fleet's instance type. -// -// * CreateFleet +// Current resource capacity settings in a specified fleet or location. The +// location value might refer to a fleet's remote location or its home Region. // -// * ListFleets +// Related actions // -// * DeleteFleet -// -// * DescribeFleetAttributes -// -// * UpdateFleetAttributes -// -// * StartFleetActions or StopFleetActions +// DescribeFleetCapacity | DescribeFleetLocationCapacity | UpdateFleetCapacity type FleetCapacity struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet associated with the location. FleetId *string `type:"string"` - // Current status of fleet capacity. + // The current instance count and capacity settings for the fleet location. InstanceCounts *EC2InstanceCounts `type:"structure"` - // Name of an EC2 instance type that is supported in Amazon GameLift. A fleet - // instance type determines the computing resources of each instance in the - // fleet, including CPU, memory, storage, and networking capacity. Amazon GameLift - // supports the following EC2 instance types. See Amazon EC2 Instance Types - // (http://aws.amazon.com/ec2/instance-types/) for detailed descriptions. + // The EC2 instance type that is used for all instances in a fleet. The instance + // type determines the computing resources in use, including CPU, memory, storage, + // and networking capacity. See Amazon EC2 Instance Types (http://aws.amazon.com/ec2/instance-types/) + // for detailed descriptions. InstanceType *string `type:"string" enum:"EC2InstanceType"` + + // The fleet location for the instance count information, expressed as an AWS + // Region code, such as us-west-2. + Location *string `min:"1" type:"string"` } // String returns the string representation @@ -18864,6 +19790,12 @@ func (s FleetCapacity) GoString() string { return s.String() } +// SetFleetArn sets the FleetArn field's value. +func (s *FleetCapacity) SetFleetArn(v string) *FleetCapacity { + s.FleetArn = &v + return s +} + // SetFleetId sets the FleetId field's value. func (s *FleetCapacity) SetFleetId(v string) *FleetCapacity { s.FleetId = &v @@ -18882,6 +19814,12 @@ func (s *FleetCapacity) SetInstanceType(v string) *FleetCapacity { return s } +// SetLocation sets the Location field's value. +func (s *FleetCapacity) SetLocation(v string) *FleetCapacity { + s.Location = &v + return s +} + // The specified fleet has no available instances to fulfill a CreateGameSession // request. Clients can retry such requests immediately or after a waiting period. type FleetCapacityExceededException struct { @@ -18939,40 +19877,41 @@ func (s *FleetCapacityExceededException) RequestID() string { return s.RespMetadata.RequestID } -// Current status of fleet utilization, including the number of game and player -// sessions being hosted. -// -// * CreateFleet -// -// * ListFleets -// -// * DeleteFleet -// -// * DescribeFleetAttributes +// Current resource utilization statistics in a specified fleet or location. +// The location value might refer to a fleet's remote location or its home Region. // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// DescribeFleetUtilization | DescribeFleetLocationUtilization type FleetUtilization struct { _ struct{} `type:"structure"` - // Number of active game sessions currently being hosted on all instances in - // the fleet. + // The number of active game sessions that are currently being hosted across + // all instances in the fleet location. ActiveGameSessionCount *int64 `type:"integer"` - // Number of server processes in an ACTIVE status currently running across all - // instances in the fleet + // The number of server processes in ACTIVE status that are currently running + // across all instances in the fleet location. ActiveServerProcessCount *int64 `type:"integer"` - // Number of active player sessions currently being hosted on all instances - // in the fleet. + // The number of active player sessions that are currently being hosted across + // all instances in the fleet location. CurrentPlayerSessionCount *int64 `type:"integer"` - // A unique identifier for a fleet. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet associated with the location. FleetId *string `type:"string"` - // The maximum number of players allowed across all game sessions currently - // being hosted on all instances in the fleet. + // The fleet location for the fleet utilization information, expressed as an + // AWS Region code, such as us-west-2. + Location *string `min:"1" type:"string"` + + // The maximum number of players allowed across all game sessions that are currently + // being hosted across all instances in the fleet location. MaximumPlayerSessionCount *int64 `type:"integer"` } @@ -19004,12 +19943,24 @@ func (s *FleetUtilization) SetCurrentPlayerSessionCount(v int64) *FleetUtilizati return s } +// SetFleetArn sets the FleetArn field's value. +func (s *FleetUtilization) SetFleetArn(v string) *FleetUtilization { + s.FleetArn = &v + return s +} + // SetFleetId sets the FleetId field's value. func (s *FleetUtilization) SetFleetId(v string) *FleetUtilization { s.FleetId = &v return s } +// SetLocation sets the Location field's value. +func (s *FleetUtilization) SetLocation(v string) *FleetUtilization { + s.Location = &v + return s +} + // SetMaximumPlayerSessionCount sets the MaximumPlayerSessionCount field's value. func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilization { s.MaximumPlayerSessionCount = &v @@ -19021,7 +19972,7 @@ func (s *FleetUtilization) SetMaximumPlayerSessionCount(v int64) *FleetUtilizati // to be used when setting up the new game session. For example, a game property // might specify a game mode, level, or map. Game properties are passed to the // game server process when initiating a new game session. For more information, -// see the Amazon GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create). +// see the GameLift Developer Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-client-api.html#gamelift-sdk-client-api-create). type GameProperty struct { _ struct{} `type:"structure"` @@ -19074,7 +20025,7 @@ func (s *GameProperty) SetValue(v string) *GameProperty { return s } -// This data type is used with the Amazon GameLift FleetIQ and game server groups. +// This data type is used with the GameLift FleetIQ and game server groups. // // Properties describing a game server that is running on an instance in a GameServerGroup. // @@ -19082,17 +20033,10 @@ func (s *GameProperty) SetValue(v string) *GameProperty { // by calling DeregisterGameServer. A game server is claimed to host a game // session by calling ClaimGameServer. // -// * RegisterGameServer -// -// * ListGameServers -// -// * ClaimGameServer +// Related actions // -// * DescribeGameServer -// -// * UpdateGameServer -// -// * DeregisterGameServer +// RegisterGameServer | ListGameServers | ClaimGameServer | DescribeGameServer +// | UpdateGameServer | DeregisterGameServer | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) type GameServer struct { _ struct{} `type:"structure"` @@ -19236,7 +20180,7 @@ func (s *GameServer) SetUtilizationStatus(v string) *GameServer { return s } -// This data type is used with the Amazon GameLift FleetIQ and game server groups. +// This data type is used with the GameLift FleetIQ and game server groups. // // Properties that describe a game server group resource. A game server group // manages certain properties related to a corresponding EC2 Auto Scaling group. @@ -19246,21 +20190,11 @@ func (s *GameServer) SetUtilizationStatus(v string) *GameServer { // can be temporarily suspended and resumed by calling SuspendGameServerGroup // and ResumeGameServerGroup, respectively. // -// * CreateGameServerGroup -// -// * ListGameServerGroups -// -// * DescribeGameServerGroup -// -// * UpdateGameServerGroup -// -// * DeleteGameServerGroup -// -// * ResumeGameServerGroup -// -// * SuspendGameServerGroup +// Related actions // -// * DescribeGameServerInstances +// CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | +// UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup +// | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) type GameServerGroup struct { _ struct{} `type:"structure"` @@ -19289,8 +20223,8 @@ type GameServerGroup struct { // strategy is in force. BalancingStrategy *string `type:"string" enum:"BalancingStrategy"` - // A timestamp that indicates when this data object was created. Format is a - // number expressed in Unix time as milliseconds (for example "1469498468.057"). + // A time stamp indicating when this data object was created. Format is a number + // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` // A generated unique ID for the game server group. @@ -19435,7 +20369,7 @@ func (s *GameServerGroup) SetSuspendedActions(v []*string) *GameServerGroup { return s } -// This data type is used with the Amazon GameLift FleetIQ and game server groups. +// This data type is used with the GameLift FleetIQ and game server groups. // // Configuration settings for intelligent automatic scaling that uses target // tracking. These settings are used to add an Auto Scaling policy when creating @@ -19505,7 +20439,7 @@ func (s *GameServerGroupAutoScalingPolicy) SetTargetTrackingConfiguration(v *Tar return s } -// This data type is used with the Amazon GameLift FleetIQ and game server groups. +// This data type is used with the GameLift FleetIQ and game server groups. // // Additional properties, including status, that describe an EC2 instance in // a game server group. Instance configurations are set with game server group @@ -19514,21 +20448,11 @@ func (s *GameServerGroupAutoScalingPolicy) SetTargetTrackingConfiguration(v *Tar // // Retrieve game server instances for a game server group by calling DescribeGameServerInstances. // -// * CreateGameServerGroup -// -// * ListGameServerGroups -// -// * DescribeGameServerGroup -// -// * UpdateGameServerGroup -// -// * DeleteGameServerGroup -// -// * ResumeGameServerGroup +// Related actions // -// * SuspendGameServerGroup -// -// * DescribeGameServerInstances +// CreateGameServerGroup | ListGameServerGroups | DescribeGameServerGroup | +// UpdateGameServerGroup | DeleteGameServerGroup | ResumeGameServerGroup | SuspendGameServerGroup +// | DescribeGameServerInstances | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/fleetiqguide/reference-awssdk-fleetiq.html) type GameServerInstance struct { _ struct{} `type:"structure"` @@ -19605,24 +20529,16 @@ func (s *GameServerInstance) SetInstanceStatus(v string) *GameServerInstance { // means you can reuse idempotency token values after this time. Game session // logs are retained for 14 days. // -// * CreateGameSession -// -// * DescribeGameSessions -// -// * DescribeGameSessionDetails -// -// * SearchGameSessions +// Related actions // -// * UpdateGameSession -// -// * GetGameSessionLogUrl -// -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreateGameSession | DescribeGameSessions | DescribeGameSessionDetails | SearchGameSessions +// | UpdateGameSession | GetGameSessionLogUrl | StartGameSessionPlacement | +// DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type GameSession struct { _ struct{} `type:"structure"` - // Time stamp indicating when this data object was created. Format is a number + // A time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` @@ -19634,7 +20550,7 @@ type GameSession struct { // Number of players currently in the game session. CurrentPlayerSessionCount *int64 `type:"integer"` - // DNS identifier assigned to the instance that is running the game session. + // The DNS identifier assigned to the instance that is running the game session. // Values have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. @@ -19646,22 +20562,22 @@ type GameSession struct { // you must use the DNS name, not the IP address. DnsName *string `type:"string"` - // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift fleet that this game session is running on. FleetArn *string `type:"string"` - // A unique identifier for a fleet that the game session is running on. + // A unique identifier for the fleet that the game session is running on. FleetId *string `type:"string"` - // Set of custom properties for a game session, formatted as key:value pairs. + // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object - // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). - // You can search for active game sessions based on this custom data with SearchGameSessions. + // with a request to start a new game session. You can search for active game + // sessions based on this custom data with SearchGameSessions. GameProperties []*GameProperty `type:"list"` - // Set of custom game session properties, formatted as a single string value. + // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with - // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). + // a request to start a new game session. GameSessionData *string `min:"1" type:"string"` // A unique identifier for the game session. A game session ARN has the following @@ -19669,11 +20585,15 @@ type GameSession struct { // or idempotency token>. GameSessionId *string `min:"1" type:"string"` - // IP address of the instance that is running the game session. When connecting - // to a Amazon GameLift game server, a client needs to reference an IP address - // (or DNS name) and port number. + // The IP address of the game session. To connect to a GameLift game server, + // an app needs both the IP address and port number. IpAddress *string `type:"string"` + // The fleet location where the game session is running. This value might specify + // the fleet's home Region or a remote location. Location is expressed as an + // AWS Region code such as us-west-2. + Location *string `min:"1" type:"string"` + // Information about the matchmaking process that was used to create the game // session. It is in JSON syntax, formatted as a string. In addition the matchmaking // configuration used, it contains data on all players assigned to the match, @@ -19694,7 +20614,7 @@ type GameSession struct { // Indicates whether or not the game session is accepting new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` - // Port number for the game session. To connect to a Amazon GameLift game server, + // The port number for the game session. To connect to a GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` @@ -19707,8 +20627,8 @@ type GameSession struct { // the active game session to be terminated. StatusReason *string `type:"string" enum:"GameSessionStatusReason"` - // Time stamp indicating when this data object was terminated. Format is a number - // expressed in Unix time as milliseconds (for example "1469498468.057"). + // A time stamp indicating when this data object was terminated. Format is a + // number expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp"` } @@ -19782,6 +20702,12 @@ func (s *GameSession) SetIpAddress(v string) *GameSession { return s } +// SetLocation sets the Location field's value. +func (s *GameSession) SetLocation(v string) *GameSession { + s.Location = &v + return s +} + // SetMatchmakerData sets the MatchmakerData field's value. func (s *GameSession) SetMatchmakerData(v string) *GameSession { s.MatchmakerData = &v @@ -19839,7 +20765,7 @@ func (s *GameSession) SetTerminationTime(v time.Time) *GameSession { type GameSessionConnectionInfo struct { _ struct{} `type:"structure"` - // DNS identifier assigned to the instance that is running the game session. + // The DNS identifier assigned to the instance that is running the game session. // Values have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. @@ -19851,20 +20777,18 @@ type GameSessionConnectionInfo struct { // you must use the DNS name, not the IP address. DnsName *string `type:"string"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) - // that is assigned to a game session and uniquely identifies it. + // A unique identifier for the game session. Use the game session ID. GameSessionArn *string `min:"1" type:"string"` - // IP address of the instance that is running the game session. When connecting - // to a Amazon GameLift game server, a client needs to reference an IP address - // (or DNS name) and port number. + // The IP address of the game session. To connect to a GameLift game server, + // an app needs both the IP address and port number. IpAddress *string `type:"string"` // A collection of player session IDs, one for each player ID that was included // in the original matchmaking request. MatchedPlayerSessions []*MatchedPlayerSession `type:"list"` - // Port number for the game session. To connect to a Amazon GameLift game server, + // The port number for the game session. To connect to a GameLift game server, // an app needs both the IP address and port number. Port *int64 `min:"1" type:"integer"` } @@ -20019,7 +20943,7 @@ func (s *GameSessionFullException) RequestID() string { type GameSessionPlacement struct { _ struct{} `type:"structure"` - // DNS identifier assigned to the instance that is running the game session. + // The DNS identifier assigned to the instance that is running the game session. // Values have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. @@ -20035,7 +20959,7 @@ type GameSessionPlacement struct { // out. EndTime *time.Time `type:"timestamp"` - // Set of custom properties for a game session, formatted as key:value pairs. + // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` @@ -20046,7 +20970,7 @@ type GameSessionPlacement struct { // GameSessionId value as needed. GameSessionArn *string `min:"1" type:"string"` - // Set of custom game session properties, formatted as a single string value. + // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` @@ -20068,10 +20992,9 @@ type GameSessionPlacement struct { // status is FULFILLED). GameSessionRegion *string `min:"1" type:"string"` - // IP address of the instance that is running the game session. When connecting - // to a Amazon GameLift game server, a client needs to reference an IP address - // (or DNS name) and port number. This value is set once the new game session - // is placed (placement status is FULFILLED). + // The IP address of the game session. To connect to a GameLift game server, + // an app needs both the IP address and port number. This value is set once + // the new game session is placed (placement status is FULFILLED). IpAddress *string `type:"string"` // Information on the matchmaking process for this game. Data is in JSON syntax, @@ -20096,11 +21019,11 @@ type GameSessionPlacement struct { // A unique identifier for a game session placement. PlacementId *string `min:"1" type:"string"` - // Set of values, expressed in milliseconds, indicating the amount of latency - // that a player experiences when connected to AWS Regions. + // A set of values, expressed in milliseconds, that indicates the amount of + // latency that a player experiences when connected to AWS Regions. PlayerLatencies []*PlayerLatency `type:"list"` - // Port number for the game session. To connect to a Amazon GameLift game server, + // The port number for the game session. To connect to a GameLift game server, // an app needs both the IP address and port number. This value is set once // the new game session is placed (placement status is FULFILLED). Port *int64 `min:"1" type:"integer"` @@ -20247,58 +21170,51 @@ func (s *GameSessionPlacement) SetStatus(v string) *GameSessionPlacement { return s } -// Configuration of a queue that is used to process game session placement requests. -// The queue configuration identifies several game features: -// -// * The destinations where a new game session can potentially be hosted. -// Amazon GameLift tries these destinations in an order based on either the -// queue's default order or player latency information, if provided in a -// placement request. With latency information, Amazon GameLift can place -// game sessions where the majority of players are reporting the lowest possible -// latency. -// -// * The length of time that placement requests can wait in the queue before -// timing out. +// Configuration for a game session placement mechanism that processes requests +// for new game sessions. A queue can be used on its own or as part of a matchmaking +// solution. // -// * A set of optional latency policies that protect individual players from -// high latencies, preventing game sessions from being placed where any individual -// player is reporting latency higher than a policy's maximum. +// Related actions // -// * CreateGameSessionQueue -// -// * DescribeGameSessionQueues -// -// * UpdateGameSessionQueue -// -// * DeleteGameSessionQueue +// CreateGameSessionQueue | DescribeGameSessionQueues | UpdateGameSessionQueue type GameSessionQueue struct { _ struct{} `type:"structure"` - // A list of fleets that can be used to fulfill game session placement requests - // in the queue. Fleets are identified by either a fleet ARN or a fleet alias - // ARN. Destinations are listed in default preference order. + // A list of fleets and/or fleet aliases that can be used to fulfill game session + // placement requests in the queue. Destinations are identified by either a + // fleet ARN or a fleet alias ARN, and are listed in order of placement preference. Destinations []*GameSessionQueueDestination `type:"list"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // A list of locations where a queue is allowed to place new game sessions. + // Locations are specified in the form of AWS Region codes, such as us-west-2. + // If this parameter is not set, game sessions can be placed in any queue location. + FilterConfiguration *FilterConfiguration `type:"structure"` + + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift game session queue resource and uniquely identifies - // it. ARNs are unique across all Regions. In a GameLift game session queue - // ARN, the resource ID matches the Name value. + // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. In a GameLift game session queue ARN, the resource ID matches the + // Name value. GameSessionQueueArn *string `min:"1" type:"string"` // A descriptive label that is associated with game session queue. Queue names // must be unique within each Region. Name *string `min:"1" type:"string"` - // A collection of latency policies to apply when processing game sessions placement - // requests with player latency information. Multiple policies are evaluated - // in order of the maximum latency value, starting with the lowest latency values. - // With just one policy, the policy is enforced at the start of the game session - // placement for the duration period. With multiple policies, each policy is - // enforced consecutively for its duration period. For example, a queue might - // enforce a 60-second policy followed by a 120-second policy, and then no policy - // for the remainder of the placement. + // A set of policies that act as a sliding cap on player latency. FleetIQ works + // to deliver low latency for most players in a game session. These policies + // ensure that no individual player can be placed into a game with unreasonably + // high latency. Use multiple policies to gradually relax latency requirements + // a step at a time. Multiple policies are applied based on their maximum allowed + // latency, starting with the lowest value. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` + // Custom settings to use when prioritizing destinations and locations for game + // session placements. This configuration replaces the FleetIQ default prioritization + // process. Priority types that are not explicitly named will be automatically + // applied at the end of the prioritization process. + PriorityConfiguration *PriorityConfiguration `type:"structure"` + // The maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. @@ -20321,6 +21237,12 @@ func (s *GameSessionQueue) SetDestinations(v []*GameSessionQueueDestination) *Ga return s } +// SetFilterConfiguration sets the FilterConfiguration field's value. +func (s *GameSessionQueue) SetFilterConfiguration(v *FilterConfiguration) *GameSessionQueue { + s.FilterConfiguration = v + return s +} + // SetGameSessionQueueArn sets the GameSessionQueueArn field's value. func (s *GameSessionQueue) SetGameSessionQueueArn(v string) *GameSessionQueue { s.GameSessionQueueArn = &v @@ -20339,23 +21261,23 @@ func (s *GameSessionQueue) SetPlayerLatencyPolicies(v []*PlayerLatencyPolicy) *G return s } +// SetPriorityConfiguration sets the PriorityConfiguration field's value. +func (s *GameSessionQueue) SetPriorityConfiguration(v *PriorityConfiguration) *GameSessionQueue { + s.PriorityConfiguration = v + return s +} + // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. func (s *GameSessionQueue) SetTimeoutInSeconds(v int64) *GameSessionQueue { s.TimeoutInSeconds = &v return s } -// Fleet designated in a game session queue. Requests for new game sessions -// in the queue are fulfilled by starting a new game session on any destination -// that is configured for a queue. +// A fleet or alias designated in a game session queue. Queues fulfill requests +// for new game sessions by placing a new game session on any of the queue's +// destinations. // -// * CreateGameSessionQueue -// -// * DescribeGameSessionQueues -// -// * UpdateGameSessionQueue -// -// * DeleteGameSessionQueue +// Destinations are part of a GameSessionQueue. type GameSessionQueueDestination struct { _ struct{} `type:"structure"` @@ -20467,7 +21389,7 @@ func (s *GetGameSessionLogUrlOutput) SetPreSignedUrl(v string) *GetGameSessionLo type GetInstanceAccessInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet that contains the instance you want access + // A unique identifier for the fleet that contains the instance you want access // to. You can use either the fleet ID or ARN value. The fleet can be in any // of the following statuses: ACTIVATING, ACTIVE, or ERROR. Fleets with an ERROR // status may be accessible for a short time before they are deleted. @@ -20475,7 +21397,7 @@ type GetInstanceAccessInput struct { // FleetId is a required field FleetId *string `type:"string" required:"true"` - // A unique identifier for an instance you want to get access to. You can access + // A unique identifier for the instance you want to get access to. You can access // an instance in any status. // // InstanceId is a required field @@ -20602,16 +21524,20 @@ func (s *IdempotentParameterMismatchException) RequestID() string { return s.RespMetadata.RequestID } -// Properties that describe an instance of a virtual computing resource that -// hosts one or more game servers. A fleet may contain zero or more instances. +// Represents an EC2 instance of virtual computing resources that hosts one +// or more game servers. In GameLift, a fleet can contain zero or more instances. +// +// Related actions +// +// DescribeInstances type Instance struct { _ struct{} `type:"structure"` - // Time stamp indicating when this data object was created. Format is a number + // A time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` - // DNS identifier assigned to the instance that is running the game session. + // The DNS identifier assigned to the instance that is running the game session. // Values have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. @@ -20623,15 +21549,24 @@ type Instance struct { // you must use the DNS name, not the IP address. DnsName *string `type:"string"` - // A unique identifier for a fleet that the instance is in. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet that the instance is in. FleetId *string `type:"string"` - // A unique identifier for an instance. + // A unique identifier for the instance. InstanceId *string `type:"string"` // IP address that is assigned to the instance. IpAddress *string `type:"string"` + // The fleet location of the instance, expressed as an AWS Region code, such + // as us-west-2. + Location *string `min:"1" type:"string"` + // Operating system that is running on this instance. OperatingSystem *string `type:"string" enum:"OperatingSystem"` @@ -20641,7 +21576,7 @@ type Instance struct { // server processes as defined in the fleet's run-time configuration. // // * ACTIVE -- The instance has been successfully created and at least one - // server process has successfully launched and reported back to Amazon GameLift + // server process has successfully launched and reported back to GameLift // that it is ready to host a game session. The instance is now considered // ready to host game sessions. // @@ -20676,6 +21611,12 @@ func (s *Instance) SetDnsName(v string) *Instance { return s } +// SetFleetArn sets the FleetArn field's value. +func (s *Instance) SetFleetArn(v string) *Instance { + s.FleetArn = &v + return s +} + // SetFleetId sets the FleetId field's value. func (s *Instance) SetFleetId(v string) *Instance { s.FleetId = &v @@ -20694,6 +21635,12 @@ func (s *Instance) SetIpAddress(v string) *Instance { return s } +// SetLocation sets the Location field's value. +func (s *Instance) SetLocation(v string) *Instance { + s.Location = &v + return s +} + // SetOperatingSystem sets the OperatingSystem field's value. func (s *Instance) SetOperatingSystem(v string) *Instance { s.OperatingSystem = &v @@ -20720,10 +21667,10 @@ type InstanceAccess struct { // Credentials required to access the instance. Credentials *InstanceCredentials `type:"structure" sensitive:"true"` - // A unique identifier for a fleet containing the instance being accessed. + // A unique identifier for the fleet containing the instance being accessed. FleetId *string `type:"string"` - // A unique identifier for an instance being accessed. + // A unique identifier for the instance being accessed. InstanceId *string `type:"string"` // IP address that is assigned to the instance. @@ -20810,7 +21757,7 @@ func (s *InstanceCredentials) SetUserName(v string) *InstanceCredentials { return s } -// This data type is used with the Amazon GameLift FleetIQ and game server groups. +// This data type is used with the GameLift FleetIQ and game server groups. // // An allowed instance type for a GameServerGroup. All game server groups must // have at least two instance types defined for it. GameLift FleetIQ periodically @@ -21103,12 +22050,15 @@ func (s *InvalidRequestException) RequestID() string { } // A range of IP addresses and port settings that allow inbound traffic to connect -// to server processes on an Amazon GameLift hosting resource. New game sessions -// that are started on the fleet are assigned an IP address/port number combination, -// which must fall into the fleet's allowed ranges. For fleets created with -// a custom game server, the ranges reflect the server's game session assignments. -// For Realtime Servers fleets, Amazon GameLift automatically opens two port -// ranges, one for TCP messaging and one for UDP for use by the Realtime servers. +// to server processes on an instance in a fleet. New game sessions are assigned +// an IP address/port number combination, which must fall into the fleet's allowed +// ranges. Fleets with custom game builds must have permissions explicitly set. +// For Realtime Servers fleets, GameLift automatically opens two port ranges, +// one for TCP messaging and one for UDP. +// +// Related actions +// +// DescribeFleetPortSettings type IpPermission struct { _ struct{} `type:"structure"` @@ -21198,7 +22148,7 @@ func (s *IpPermission) SetToPort(v int64) *IpPermission { return s } -// This data type is used with the Amazon GameLift FleetIQ and game server groups. +// This data type is used with the GameLift FleetIQ and game server groups. // // An EC2 launch template that contains configuration settings and game server // code to be deployed to all instances in a game server group. The launch template @@ -21451,9 +22401,9 @@ type ListBuildsInput struct { // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Build status to filter results by. To retrieve all builds, leave this parameter @@ -21525,7 +22475,7 @@ type ListBuildsOutput struct { // A collection of build resources that match the request. Builds []*Build `type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -21557,24 +22507,23 @@ func (s *ListBuildsOutput) SetNextToken(v string) *ListBuildsOutput { type ListFleetsInput struct { _ struct{} `type:"structure"` - // A unique identifier for a build to return fleets for. Use this parameter + // A unique identifier for the build to request fleets for. Use this parameter // to return only fleets using a specified build. Use either the build ID or - // ARN value. To retrieve all fleets, do not include either a BuildId and ScriptID - // parameter. + // ARN value. BuildId *string `type:"string"` // The maximum number of results to return. Use this parameter with NextToken // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` - // A unique identifier for a Realtime script to return fleets for. Use this + // A unique identifier for the Realtime script to request fleets for. Use this // parameter to return only fleets using a specified script. Use either the - // script ID or ARN value. To retrieve all fleets, leave this parameter empty. + // script ID or ARN value. ScriptId *string `type:"string"` } @@ -21632,12 +22581,12 @@ func (s *ListFleetsInput) SetScriptId(v string) *ListFleetsInput { type ListFleetsOutput struct { _ struct{} `type:"structure"` - // Set of fleet IDs matching the list request. You can retrieve additional information - // about all returned fleets by passing this result set to a call to DescribeFleetAttributes, - // DescribeFleetCapacity, or DescribeFleetUtilization. + // A set of fleet IDs that match the list request. You can retrieve additional + // information about all returned fleets by passing this result set to a DescribeFleetAttributes, + // DescribeFleetCapacity, or DescribeFleetUtilization call. FleetIds []*string `min:"1" type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -21669,12 +22618,12 @@ type ListGameServerGroupsInput struct { _ struct{} `type:"structure"` // The maximum number of results to return. Use this parameter with NextToken - // to get results as a set of sequential segments. + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // A token that indicates the start of the next sequential segment of results. - // Use the token returned with the previous call to this operation. To start - // at the beginning of the result set, do not specify a value. + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` } @@ -21760,12 +22709,12 @@ type ListGameServersInput struct { GameServerGroupName *string `min:"1" type:"string" required:"true"` // The maximum number of results to return. Use this parameter with NextToken - // to get results as a set of sequential segments. + // to get results as a set of sequential pages. Limit *int64 `min:"1" type:"integer"` - // A token that indicates the start of the next sequential segment of results. - // Use the token returned with the previous call to this operation. To start - // at the beginning of the result set, do not specify a value. + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Indicates how to sort the returned data based on game server registration @@ -21989,32 +22938,163 @@ func (s *ListTagsForResourceInput) Validate() error { return nil } -// SetResourceARN sets the ResourceARN field's value. -func (s *ListTagsForResourceInput) SetResourceARN(v string) *ListTagsForResourceInput { - s.ResourceARN = &v +// SetResourceARN sets the ResourceARN field's value. +func (s *ListTagsForResourceInput) SetResourceARN(v string) *ListTagsForResourceInput { + s.ResourceARN = &v + return s +} + +type ListTagsForResourceOutput struct { + _ struct{} `type:"structure"` + + // The collection of tags that have been assigned to the specified resource. + Tags []*Tag `type:"list"` +} + +// String returns the string representation +func (s ListTagsForResourceOutput) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s ListTagsForResourceOutput) GoString() string { + return s.String() +} + +// SetTags sets the Tags field's value. +func (s *ListTagsForResourceOutput) SetTags(v []*Tag) *ListTagsForResourceOutput { + s.Tags = v + return s +} + +// Represents a location in a multi-location fleet. +// +// Related actions +// +// DescribeFleetLocationAttributes +type LocationAttributes struct { + _ struct{} `type:"structure"` + + // A fleet location and its current life-cycle state. + LocationState *LocationState `type:"structure"` + + // A list of fleet actions that have been suspended in the fleet location. + StoppedActions []*string `min:"1" type:"list"` + + // The status of fleet activity updates to the location. The status PENDING_UPDATE + // indicates that StopFleetActions or StartFleetActions has been requested but + // the update has not yet been completed for the location. + UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"` +} + +// String returns the string representation +func (s LocationAttributes) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s LocationAttributes) GoString() string { + return s.String() +} + +// SetLocationState sets the LocationState field's value. +func (s *LocationAttributes) SetLocationState(v *LocationState) *LocationAttributes { + s.LocationState = v + return s +} + +// SetStoppedActions sets the StoppedActions field's value. +func (s *LocationAttributes) SetStoppedActions(v []*string) *LocationAttributes { + s.StoppedActions = v + return s +} + +// SetUpdateStatus sets the UpdateStatus field's value. +func (s *LocationAttributes) SetUpdateStatus(v string) *LocationAttributes { + s.UpdateStatus = &v + return s +} + +// A remote location where a multi-location fleet can deploy EC2 instances for +// game hosting. +// +// Related actions +// +// CreateFleet +type LocationConfiguration struct { + _ struct{} `type:"structure"` + + // An AWS Region code, such as us-west-2. + Location *string `min:"1" type:"string"` +} + +// String returns the string representation +func (s LocationConfiguration) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s LocationConfiguration) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *LocationConfiguration) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "LocationConfiguration"} + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetLocation sets the Location field's value. +func (s *LocationConfiguration) SetLocation(v string) *LocationConfiguration { + s.Location = &v return s } -type ListTagsForResourceOutput struct { +// A fleet location and its life-cycle state. A location state object might +// be used to describe a fleet's remote location or home Region. Life-cycle +// state tracks the progress of launching the first instance in a new location +// and preparing it for game hosting, and then removing all instances and deleting +// the location from the fleet. +// +// Related actions +// +// CreateFleet | CreateFleetLocations | DeleteFleetLocations +type LocationState struct { _ struct{} `type:"structure"` - // The collection of tags that have been assigned to the specified resource. - Tags []*Tag `type:"list"` + // The fleet location, expressed as an AWS Region code such as us-west-2. + Location *string `min:"1" type:"string"` + + // The life-cycle status of a fleet location. + Status *string `type:"string" enum:"FleetStatus"` } // String returns the string representation -func (s ListTagsForResourceOutput) String() string { +func (s LocationState) String() string { return awsutil.Prettify(s) } // GoString returns the string representation -func (s ListTagsForResourceOutput) GoString() string { +func (s LocationState) GoString() string { return s.String() } -// SetTags sets the Tags field's value. -func (s *ListTagsForResourceOutput) SetTags(v []*Tag) *ListTagsForResourceOutput { - s.Tags = v +// SetLocation sets the Location field's value. +func (s *LocationState) SetLocation(v string) *LocationState { + s.Location = &v + return s +} + +// SetStatus sets the Status field's value. +func (s *LocationState) SetStatus(v string) *LocationState { + s.Status = &v return s } @@ -22069,33 +23149,33 @@ type MatchmakingConfiguration struct { // The length of time (in seconds) to wait for players to accept a proposed // match, if acceptance is required. If any player rejects the match or fails - // to accept before the timeout, the tickets are returned to the ticket pool - // and continue to be evaluated for an acceptable match. + // to accept before the timeout, the ticket continues to look for an acceptable + // match. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // The number of player slots in a match to keep open for future players. For - // example, assume that the configuration's rule set specifies a match for a - // single 12-person team. If the additional player count is set to 2, only 10 - // players are initially selected for the match. This parameter is not used - // when FlexMatchMode is set to STANDALONE. + // example, if the configuration's rule set specifies a match for a single 12-person + // team, and the additional player count is set to 2, only 10 players are selected + // for the match. This parameter is not used when FlexMatchMode is set to STANDALONE. AdditionalPlayerCount *int64 `type:"integer"` // The method used to backfill game sessions created with this matchmaking configuration. // MANUAL indicates that the game makes backfill requests or does not use the // match backfill feature. AUTOMATIC indicates that GameLift creates StartMatchBackfill // requests whenever a game session has one or more open slots. Learn more about - // manual and automatic backfill in Backfill Existing Games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). + // manual and automatic backfill in Backfill existing games with FlexMatch (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-backfill.html). // Automatic backfill is not available when FlexMatchMode is set to STANDALONE. BackfillMode *string `type:"string" enum:"BackfillMode"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift matchmaking configuration resource and uniquely - // identifies it. ARNs are unique across all Regions. In a GameLift configuration - // ARN, the resource ID matches the Name value. + // identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::matchmakingconfiguration/. In a GameLift configuration ARN, the resource ID matches + // the Name value. ConfigurationArn *string `type:"string"` - // The time stamp indicating when this data object was created. The format is - // a number expressed in Unix time as milliseconds (for example "1469498468.057"). + // A time stamp indicating when this data object was created. Format is a number + // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` // Information to attach to all events related to the matchmaking configuration. @@ -22115,7 +23195,7 @@ type MatchmakingConfiguration struct { // queue to start a game session for the match. FlexMatchMode *string `type:"string" enum:"FlexMatchMode"` - // A set of custom properties for a game session, formatted as key-value pairs. + // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for @@ -22131,16 +23211,16 @@ type MatchmakingConfiguration struct { // to STANDALONE. GameSessionData *string `min:"1" type:"string"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift game session queue resource and uniquely identifies - // it. ARNs are unique across all Regions. Queues can be located in any Region. - // Queues are used to start new GameLift-hosted game sessions for matches that - // are created with this matchmaking configuration. Thais property is not set - // when FlexMatchMode is set to STANDALONE. + // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new + // GameLift-hosted game sessions for matches that are created with this matchmaking + // configuration. This property is not set when FlexMatchMode is set to STANDALONE. GameSessionQueueArns []*string `type:"list"` - // A unique identifier for a matchmaking configuration. This name is used to - // identify the configuration associated with a matchmaking request or ticket. + // A unique identifier for the matchmaking configuration. This name is used + // to identify the configuration associated with a matchmaking request or ticket. Name *string `type:"string"` // An SNS topic ARN that is set up to receive matchmaking notifications. @@ -22151,12 +23231,12 @@ type MatchmakingConfiguration struct { // as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` - // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift matchmaking rule set resource that this configuration // uses. RuleSetArn *string `type:"string"` - // A unique identifier for a matchmaking rule set to use with this configuration. + // A unique identifier for the matchmaking rule set to use with this configuration. // A matchmaking configuration can only use rule sets that are defined in the // same Region. RuleSetName *string `type:"string"` @@ -22280,8 +23360,8 @@ func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfigur // in MatchmakingConfiguration objects. // // A rule set may define the following elements for a match. For detailed information -// and examples showing how to construct a rule set, see Build a FlexMatch Rule -// Set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html). +// and examples showing how to construct a rule set, see Build a FlexMatch rule +// set (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-rulesets.html). // // * Teams -- Required. A rule set must define one or multiple teams for // the match and set minimum and maximum team sizes. For example, a rule @@ -22310,14 +23390,15 @@ func (s *MatchmakingConfiguration) SetRuleSetName(v string) *MatchmakingConfigur type MatchmakingRuleSet struct { _ struct{} `type:"structure"` - // The time stamp indicating when this data object was created. The format is - // a number expressed in Unix time as milliseconds (for example "1469498468.057"). + // A time stamp indicating when this data object was created. Format is a number + // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift matchmaking rule set resource and uniquely - // identifies it. ARNs are unique across all Regions. In a GameLift rule set - // ARN, the resource ID matches the RuleSetName value. + // identifies it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::matchmakingruleset/. In a GameLift rule set ARN, the resource ID matches the RuleSetName + // value. RuleSetArn *string `type:"string"` // A collection of matchmaking rules, formatted as a JSON string. Comments are @@ -22326,7 +23407,7 @@ type MatchmakingRuleSet struct { // RuleSetBody is a required field RuleSetBody *string `min:"1" type:"string" required:"true"` - // A unique identifier for a matchmaking rule set + // A unique identifier for the matchmaking rule set RuleSetName *string `type:"string"` } @@ -22371,7 +23452,7 @@ func (s *MatchmakingRuleSet) SetRuleSetName(v string) *MatchmakingRuleSet { type MatchmakingTicket struct { _ struct{} `type:"structure"` - // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift matchmaking configuration resource that is used // with this ticket. ConfigurationArn *string `type:"string"` @@ -22646,14 +23727,11 @@ func (s *OutOfCapacityException) RequestID() string { // retrieve full details on a player session, call DescribePlayerSessions with // the player session ID. // -// * CreatePlayerSession -// -// * CreatePlayerSessions -// -// * DescribePlayerSessions +// Related actions // -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement +// | DescribeGameSessionPlacement | StopGameSessionPlacement | All APIs by task +// (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type PlacedPlayerSession struct { _ struct{} `type:"structure"` @@ -22692,10 +23770,10 @@ func (s *PlacedPlayerSession) SetPlayerSessionId(v string) *PlacedPlayerSession type Player struct { _ struct{} `type:"structure"` - // Set of values, expressed in milliseconds, indicating the amount of latency - // that a player experiences when connected to AWS Regions. If this property - // is present, FlexMatch considers placing the match only in Regions for which - // latency is reported. + // A set of values, expressed in milliseconds, that indicates the amount of + // latency that a player experiences when connected to AWS Regions. If this + // property is present, FlexMatch considers placing the match only in Regions + // for which latency is reported. // // If a matchmaker has a rule that evaluates player latency, players must report // latency in order to be matched. If no latency is reported in this scenario, @@ -22841,19 +23919,14 @@ func (s *PlayerLatency) SetRegionIdentifier(v string) *PlayerLatency { return s } -// Queue setting that determines the highest latency allowed for individual -// players when placing a game session. When a latency policy is in force, a -// game session cannot be placed with any fleet in a Region where a player reports -// latency higher than the cap. Latency policies are only enforced when the -// placement request contains player latency information. +// Sets a latency cap for individual players when placing a game session. With +// a latency policy in force, a game session cannot be placed in a fleet location +// where a player reports latency higher than the cap. Latency policies are +// used only with placement request that provide player latency information. +// Player latency policies can be stacked to gradually relax latency requirements +// over time. // -// * CreateGameSessionQueue -// -// * DescribeGameSessionQueues -// -// * UpdateGameSessionQueue -// -// * DeleteGameSessionQueue +// Latency policies are part of a GameSessionQueue. type PlayerLatencyPolicy struct { _ struct{} `type:"structure"` @@ -22889,34 +23962,27 @@ func (s *PlayerLatencyPolicy) SetPolicyDurationSeconds(v int64) *PlayerLatencyPo return s } -// Properties describing a player session. Player session objects are created -// either by creating a player session for a specific game session, or as part -// of a game session placement. A player session represents either a player -// reservation for a game session (status RESERVED) or actual player activity -// in a game session (status ACTIVE). A player session object (including player -// data) is automatically passed to a game session when the player connects -// to the game session and is validated. -// -// When a player disconnects, the player session status changes to COMPLETED. -// Once the session ends, the player session object is retained for 30 days -// and then removed. +// Represents a player session. Player sessions are created either for a specific +// game session, or as part of a game session placement or matchmaking request. +// A player session can represents a reserved player slot in a game session +// (when status is RESERVED) or actual player activity in a game session (when +// status is ACTIVE). A player session object, including player data, is automatically +// passed to a game session when the player connects to the game session and +// is validated. After the game session ends, player sessions information is +// retained for 30 days and then removed. // -// * CreatePlayerSession +// Related actions // -// * CreatePlayerSessions -// -// * DescribePlayerSessions -// -// * Game session placements StartGameSessionPlacement DescribeGameSessionPlacement -// StopGameSessionPlacement +// CreatePlayerSession | CreatePlayerSessions | DescribePlayerSessions | StartGameSessionPlacement +// | DescribeGameSessionPlacement | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type PlayerSession struct { _ struct{} `type:"structure"` - // Time stamp indicating when this data object was created. Format is a number + // A time stamp indicating when this data object was created. Format is a number // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` - // DNS identifier assigned to the instance that is running the game session. + // The DNS identifier assigned to the instance that is running the game session. // Values have the following format: // // * TLS-enabled fleets: ..amazongamelift.com. @@ -22928,12 +23994,12 @@ type PlayerSession struct { // you must use the DNS name, not the IP address. DnsName *string `type:"string"` - // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift fleet that the player's game session is running // on. FleetArn *string `type:"string"` - // A unique identifier for a fleet that the player's game session is running + // A unique identifier for the fleet that the player's game session is running // on. FleetId *string `type:"string"` @@ -22941,13 +24007,12 @@ type PlayerSession struct { // to. GameSessionId *string `min:"1" type:"string"` - // IP address of the instance that is running the game session. When connecting - // to a Amazon GameLift game server, a client needs to reference an IP address - // (or DNS name) and port number. + // The IP address of the game session. To connect to a GameLift game server, + // an app needs both the IP address and port number. IpAddress *string `type:"string"` - // Developer-defined information related to a player. Amazon GameLift does not - // use this data, so it can be formatted as needed for use in the game. + // Developer-defined information related to a player. GameLift does not use + // this data, so it can be formatted as needed for use in the game. PlayerData *string `min:"1" type:"string"` // A unique identifier for a player that is associated with this player session. @@ -22976,8 +24041,8 @@ type PlayerSession struct { // not connect and/or was not validated within the timeout limit (60 seconds). Status *string `type:"string" enum:"PlayerSessionStatus"` - // Time stamp indicating when this data object was terminated. Format is a number - // expressed in Unix time as milliseconds (for example "1469498468.057"). + // A time stamp indicating when this data object was terminated. Format is a + // number expressed in Unix time as milliseconds (for example "1469498468.057"). TerminationTime *time.Time `type:"timestamp"` } @@ -23063,6 +24128,92 @@ func (s *PlayerSession) SetTerminationTime(v time.Time) *PlayerSession { return s } +// Custom prioritization settings for use by a game session queue when placing +// new game sessions with available game servers. When defined, this configuration +// replaces the default FleetIQ prioritization process, which is as follows: +// +// * If player latency data is included in a game session request, destinations +// and locations are prioritized first based on lowest average latency (1), +// then on lowest hosting cost (2), then on destination list order (3), and +// finally on location (alphabetical) (4). This approach ensures that the +// queue's top priority is to place game sessions where average player latency +// is lowest, and--if latency is the same--where the hosting cost is less, +// etc. +// +// * If player latency data is not included, destinations and locations are +// prioritized first on destination list order (1), and then on location +// (alphabetical) (2). This approach ensures that the queue's top priority +// is to place game sessions on the first destination fleet listed. If that +// fleet has multiple locations, the game session is placed on the first +// location (when listed alphabetically). +// +// Changing the priority order will affect how game sessions are placed. +// +// Priority configurations are part of a GameSessionQueue. +type PriorityConfiguration struct { + _ struct{} `type:"structure"` + + // The prioritization order to use for fleet locations, when the PriorityOrder + // property includes LOCATION. Locations are identified by AWS Region codes + // such as us-west-2. Each location can only be listed once. + LocationOrder []*string `min:"1" type:"list"` + + // The recommended sequence to use when prioritizing where to place new game + // sessions. Each type can only be listed once. + // + // * LATENCY -- FleetIQ prioritizes locations where the average player latency + // (provided in each game session request) is lowest. + // + // * COST -- FleetIQ prioritizes destinations with the lowest current hosting + // costs. Cost is evaluated based on the location, instance type, and fleet + // type (Spot or On-Demand) for each destination in the queue. + // + // * DESTINATION -- FleetIQ prioritizes based on the order that destinations + // are listed in the queue configuration. + // + // * LOCATION -- FleetIQ prioritizes based on the provided order of locations, + // as defined in LocationOrder. + PriorityOrder []*string `min:"1" type:"list"` +} + +// String returns the string representation +func (s PriorityConfiguration) String() string { + return awsutil.Prettify(s) +} + +// GoString returns the string representation +func (s PriorityConfiguration) GoString() string { + return s.String() +} + +// Validate inspects the fields of the type to determine if they are valid. +func (s *PriorityConfiguration) Validate() error { + invalidParams := request.ErrInvalidParams{Context: "PriorityConfiguration"} + if s.LocationOrder != nil && len(s.LocationOrder) < 1 { + invalidParams.Add(request.NewErrParamMinLen("LocationOrder", 1)) + } + if s.PriorityOrder != nil && len(s.PriorityOrder) < 1 { + invalidParams.Add(request.NewErrParamMinLen("PriorityOrder", 1)) + } + + if invalidParams.Len() > 0 { + return invalidParams + } + return nil +} + +// SetLocationOrder sets the LocationOrder field's value. +func (s *PriorityConfiguration) SetLocationOrder(v []*string) *PriorityConfiguration { + s.LocationOrder = v + return s +} + +// SetPriorityOrder sets the PriorityOrder field's value. +func (s *PriorityConfiguration) SetPriorityOrder(v []*string) *PriorityConfiguration { + s.PriorityOrder = v + return s +} + // Represents the input for a request operation. type PutScalingPolicyInput struct { _ struct{} `type:"structure"` @@ -23075,7 +24226,7 @@ type PutScalingPolicyInput struct { // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` - // A unique identifier for a fleet to apply this policy to. You can use either + // A unique identifier for the fleet to apply this policy to. You can use either // the fleet ID or ARN value. The fleet cannot be in any of the following statuses: // ERROR or DELETING. // @@ -23122,9 +24273,9 @@ type PutScalingPolicyInput struct { // MetricName is a required field MetricName *string `type:"string" required:"true" enum:"MetricName"` - // A descriptive label that is associated with a scaling policy. Policy names - // do not need to be unique. A fleet can have only one scaling policy with the - // same name. + // A descriptive label that is associated with a fleet's scaling policy. Policy + // names do not need to be unique. A fleet can have only one scaling policy + // with the same name. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` @@ -23152,7 +24303,7 @@ type PutScalingPolicyInput struct { // the fleet down by 10%. ScalingAdjustmentType *string `type:"string" enum:"ScalingAdjustmentType"` - // The settings for a target-based scaling policy. + // An object that contains settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration `type:"structure"` // Metric value used to trigger a scaling event. @@ -23263,8 +24414,8 @@ func (s *PutScalingPolicyInput) SetThreshold(v float64) *PutScalingPolicyInput { type PutScalingPolicyOutput struct { _ struct{} `type:"structure"` - // A descriptive label that is associated with a scaling policy. Policy names - // do not need to be unique. + // A descriptive label that is associated with a fleet's scaling policy. Policy + // names do not need to be unique. Name *string `min:"1" type:"string"` } @@ -23418,7 +24569,7 @@ func (s *RegisterGameServerOutput) SetGameServer(v *GameServer) *RegisterGameSer type RequestUploadCredentialsInput struct { _ struct{} `type:"structure"` - // A unique identifier for a build to get credentials for. You can use either + // A unique identifier for the build to get credentials for. You can use either // the build ID or ARN value. // // BuildId is a required field @@ -23533,7 +24684,7 @@ func (s *ResolveAliasInput) SetAliasId(v string) *ResolveAliasInput { type ResolveAliasOutput struct { _ struct{} `type:"structure"` - // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift fleet resource that this alias points to. FleetArn *string `type:"string"` @@ -23563,17 +24714,16 @@ func (s *ResolveAliasOutput) SetFleetId(v string) *ResolveAliasOutput { return s } -// A policy that limits the number of game sessions a player can create on the -// same fleet. This optional policy gives game owners control over how players -// can consume available game server resources. A resource creation policy makes -// the following statement: "An individual player can create a maximum number -// of new game sessions within a specified time period". +// A policy that puts limits on the number of game sessions that a player can +// create within a specified span of time. With this policy, you can control +// players' ability to consume available resources. // // The policy is evaluated when a player tries to create a new game session. -// For example: Assume you have a policy of 10 new game sessions and a time -// period of 60 minutes. On receiving a CreateGameSession request, Amazon GameLift -// checks that the player (identified by CreatorId) has created fewer than 10 -// game sessions in the past 60 minutes. +// On receiving a CreateGameSession request, GameLift checks that the player +// (identified by CreatorId) has created fewer than game session limit in the +// specified time period. +// +// The resource creation limit policy is included in FleetAttributes. type ResourceCreationLimitPolicy struct { _ struct{} `type:"structure"` @@ -23692,21 +24842,14 @@ func (s *ResumeGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *Re // The routing configuration for a fleet alias. // -// * CreateAlias -// -// * ListAliases +// Related actions // -// * DescribeAlias -// -// * UpdateAlias -// -// * DeleteAlias -// -// * ResolveAlias +// CreateAlias | ListAliases | DescribeAlias | UpdateAlias | DeleteAlias | ResolveAlias +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type RoutingStrategy struct { _ struct{} `type:"structure"` - // The unique identifier for a fleet that the alias points to. This value is + // A unique identifier for the fleet that the alias points to. This value is // the fleet ID, not the fleet ARN. FleetId *string `type:"string"` @@ -23754,47 +24897,36 @@ func (s *RoutingStrategy) SetType(v string) *RoutingStrategy { return s } -// A collection of server process configurations that describe what processes -// to run on each instance in a fleet. Server processes run either a custom -// game build executable or a Realtime Servers script. Each instance in the -// fleet starts the specified server processes and continues to start new processes -// as existing processes end. Each instance regularly checks for an updated -// runtime configuration. -// -// The runtime configuration enables the instances in a fleet to run multiple -// processes simultaneously. Learn more about Running Multiple Processes on -// a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html). -// -// A Amazon GameLift instance is limited to 50 processes running simultaneously. -// To calculate the total number of processes in a runtime configuration, add -// the values of the ConcurrentExecutions parameter for each ServerProcess object. -// -// * CreateFleet -// -// * ListFleets -// -// * DeleteFleet +// A collection of server process configurations that describe the set of processes +// to run on each instance in a fleet. Server processes run either an executable +// in a custom game build or a Realtime Servers script. GameLift launches the +// configured processes, manages their life cycle, and replaces them as needed. +// Each instance checks regularly for an updated runtime configuration. // -// * DescribeFleetAttributes +// A GameLift instance is limited to 50 processes running concurrently. To calculate +// the total number of processes in a runtime configuration, add the values +// of the ConcurrentExecutions parameter for each ServerProcess. Learn more +// about Running Multiple Processes on a Fleet (https://docs.aws.amazon.com/gamelift/latest/developerguide/fleets-multiprocess.html). // -// * UpdateFleetAttributes +// Related actions // -// * StartFleetActions or StopFleetActions +// DescribeRuntimeConfiguration | UpdateRuntimeConfiguration type RuntimeConfiguration struct { _ struct{} `type:"structure"` - // The maximum amount of time (in seconds) that a game session can remain in - // status ACTIVATING. If the game session is not active before the timeout, - // activation is terminated and the game session status is changed to TERMINATED. + // The maximum amount of time (in seconds) allowed to launch a new game session + // and have it report ready to host players. During this time, the game session + // is in status ACTIVATING. If the game session does not become active before + // the timeout, it is ended and the game session status is changed to TERMINATED. GameSessionActivationTimeoutSeconds *int64 `min:"1" type:"integer"` - // The maximum number of game sessions with status ACTIVATING to allow on an - // instance simultaneously. This setting limits the amount of instance resources - // that can be used for new game activations at any one time. + // The number of game sessions in status ACTIVATING to allow on an instance. + // This setting limits the instance resources that can be used for new game + // activations at any one time. MaxConcurrentGameSessionActivations *int64 `min:"1" type:"integer"` - // A collection of server process configurations that describe which server - // processes to run on each instance in a fleet. + // A collection of server process configurations that identify what server processes + // to run on each instance in a fleet. ServerProcesses []*ServerProcess `min:"1" type:"list"` } @@ -23855,16 +24987,16 @@ func (s *RuntimeConfiguration) SetServerProcesses(v []*ServerProcess) *RuntimeCo return s } -// The location in S3 where build or script files are stored for access by Amazon -// GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript -// requests. +// The location in Amazon S3 where build or script files are stored for access +// by Amazon GameLift. This location is specified in CreateBuild, CreateScript, +// and UpdateScript requests. type S3Location struct { _ struct{} `type:"structure"` - // An S3 bucket identifier. This is the name of the S3 bucket. + // An Amazon S3 bucket identifier. This is the name of the S3 bucket. // - // GameLift currently does not support uploading from S3 buckets with names - // that contain a dot (.). + // GameLift currently does not support uploading from Amazon S3 buckets with + // names that contain a dot (.). Bucket *string `min:"1" type:"string"` // The name of the zip file that contains the build files or script files. @@ -23940,16 +25072,11 @@ func (s *S3Location) SetRoleArn(v string) *S3Location { // Rule that controls how a fleet is scaled. Scaling policies are uniquely identified // by the combination of name and fleet ID. // -// * DescribeFleetCapacity +// Related actions // -// * UpdateFleetCapacity -// -// * DescribeEC2InstanceLimits -// -// * Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies -// (auto-scaling) DeleteScalingPolicy (auto-scaling) -// -// * Manage fleet actions: StartFleetActions StopFleetActions +// DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | +// PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions +// | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type ScalingPolicy struct { _ struct{} `type:"structure"` @@ -23961,9 +25088,16 @@ type ScalingPolicy struct { // before a scaling event is triggered. EvaluationPeriods *int64 `min:"1" type:"integer"` - // A unique identifier for a fleet that is associated with this scaling policy. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet that is associated with this scaling policy. FleetId *string `type:"string"` + Location *string `min:"1" type:"string"` + // Name of the Amazon GameLift-defined metric that is used to trigger a scaling // adjustment. For detailed descriptions of fleet metrics, see Monitor Amazon // GameLift with Amazon CloudWatch (https://docs.aws.amazon.com/gamelift/latest/developerguide/monitoring-cloudwatch.html). @@ -24002,8 +25136,8 @@ type ScalingPolicy struct { // in any queue, where the current fleet is the top-priority destination. MetricName *string `type:"string" enum:"MetricName"` - // A descriptive label that is associated with a scaling policy. Policy names - // do not need to be unique. + // A descriptive label that is associated with a fleet's scaling policy. Policy + // names do not need to be unique. Name *string `min:"1" type:"string"` // The type of scaling policy to create. For a target-based policy, set the @@ -24051,11 +25185,16 @@ type ScalingPolicy struct { // and recreated. Status *string `type:"string" enum:"ScalingStatusType"` - // The settings for a target-based scaling policy. + // An object that contains settings for a target-based scaling policy. TargetConfiguration *TargetConfiguration `type:"structure"` // Metric value used to trigger a scaling event. Threshold *float64 `type:"double"` + + // The current status of the fleet's scaling policies in a requested fleet location. + // The status PENDING_UPDATE indicates that an update was requested for the + // fleet but has not yet been completed for the location. + UpdateStatus *string `type:"string" enum:"LocationUpdateStatus"` } // String returns the string representation @@ -24080,12 +25219,24 @@ func (s *ScalingPolicy) SetEvaluationPeriods(v int64) *ScalingPolicy { return s } +// SetFleetArn sets the FleetArn field's value. +func (s *ScalingPolicy) SetFleetArn(v string) *ScalingPolicy { + s.FleetArn = &v + return s +} + // SetFleetId sets the FleetId field's value. func (s *ScalingPolicy) SetFleetId(v string) *ScalingPolicy { s.FleetId = &v return s } +// SetLocation sets the Location field's value. +func (s *ScalingPolicy) SetLocation(v string) *ScalingPolicy { + s.Location = &v + return s +} + // SetMetricName sets the MetricName field's value. func (s *ScalingPolicy) SetMetricName(v string) *ScalingPolicy { s.MetricName = &v @@ -24134,50 +25285,49 @@ func (s *ScalingPolicy) SetThreshold(v float64) *ScalingPolicy { return s } +// SetUpdateStatus sets the UpdateStatus field's value. +func (s *ScalingPolicy) SetUpdateStatus(v string) *ScalingPolicy { + s.UpdateStatus = &v + return s +} + // Properties describing a Realtime script. // -// Related operations -// -// * CreateScript -// -// * ListScripts -// -// * DescribeScript +// Related actions // -// * UpdateScript -// -// * DeleteScript +// CreateScript | ListScripts | DescribeScript | UpdateScript | DeleteScript +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type Script struct { _ struct{} `type:"structure"` - // A time stamp indicating when this data object was created. The format is - // a number expressed in Unix time as milliseconds (for example "1469498468.057"). + // A time stamp indicating when this data object was created. Format is a number + // expressed in Unix time as milliseconds (for example "1469498468.057"). CreationTime *time.Time `type:"timestamp"` // A descriptive label that is associated with a script. Script names do not // need to be unique. Name *string `min:"1" type:"string"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift script resource and uniquely identifies it. // ARNs are unique across all Regions. In a GameLift script ARN, the resource // ID matches the ScriptId value. ScriptArn *string `type:"string"` - // A unique identifier for a Realtime script + // A unique identifier for the Realtime script ScriptId *string `type:"string"` // The file size of the uploaded Realtime script, expressed in bytes. When files // are uploaded from an S3 location, this value remains at "0". SizeOnDisk *int64 `min:"1" type:"long"` - // The location in S3 where build or script files are stored for access by Amazon - // GameLift. This location is specified in CreateBuild, CreateScript, and UpdateScript - // requests. + // The location in Amazon S3 where build or script files are stored for access + // by Amazon GameLift. This location is specified in CreateBuild, CreateScript, + // and UpdateScript requests. StorageLocation *S3Location `type:"structure"` - // The version that is associated with a build or script. Version strings do - // not need to be unique. + // Version information that is associated with a build or script. Version strings + // do not need to be unique. Version *string `min:"1" type:"string"` } @@ -24237,7 +25387,7 @@ func (s *Script) SetVersion(v string) *Script { type SearchGameSessionsInput struct { _ struct{} `type:"structure"` - // A unique identifier for an alias associated with the fleet to search for + // A unique identifier for the alias associated with the fleet to search for // active game sessions. You can use either the alias ID or ARN value. Each // request must reference either a fleet ID or alias ID, but not both. AliasId *string `type:"string"` @@ -24283,8 +25433,8 @@ type SearchGameSessionsInput struct { // ten players that have an open player slot: "maximumSessions>=10 AND hasAvailablePlayerSessions=true". FilterExpression *string `min:"1" type:"string"` - // A unique identifier for a fleet to search for active game sessions. You can - // use either the fleet ID or ARN value. Each request must reference either + // A unique identifier for the fleet to search for active game sessions. You + // can use either the fleet ID or ARN value. Each request must reference either // a fleet ID or alias ID, but not both. FleetId *string `type:"string"` @@ -24293,9 +25443,13 @@ type SearchGameSessionsInput struct { // returned is 20, even if this value is not set or is set higher than 20. Limit *int64 `min:"1" type:"integer"` - // Token that indicates the start of the next sequential page of results. Use - // the token that is returned with a previous call to this operation. To start - // at the beginning of the result set, do not specify a value. + // A fleet location to search for game sessions. You can specify a fleet's home + // Region or a remote location. Use the AWS Region code format, such as us-west-2. + Location *string `min:"1" type:"string"` + + // A token that indicates the start of the next sequential page of results. + // Use the token that is returned with a previous call to this operation. To + // start at the beginning of the result set, do not specify a value. NextToken *string `min:"1" type:"string"` // Instructions on how to sort the search results. If no sort expression is @@ -24333,6 +25487,9 @@ func (s *SearchGameSessionsInput) Validate() error { if s.Limit != nil && *s.Limit < 1 { invalidParams.Add(request.NewErrParamMinValue("Limit", 1)) } + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } if s.NextToken != nil && len(*s.NextToken) < 1 { invalidParams.Add(request.NewErrParamMinLen("NextToken", 1)) } @@ -24370,6 +25527,12 @@ func (s *SearchGameSessionsInput) SetLimit(v int64) *SearchGameSessionsInput { return s } +// SetLocation sets the Location field's value. +func (s *SearchGameSessionsInput) SetLocation(v string) *SearchGameSessionsInput { + s.Location = &v + return s +} + // SetNextToken sets the NextToken field's value. func (s *SearchGameSessionsInput) SetNextToken(v string) *SearchGameSessionsInput { s.NextToken = &v @@ -24387,10 +25550,10 @@ type SearchGameSessionsOutput struct { _ struct{} `type:"structure"` // A collection of objects containing game session properties for each session - // matching the request. + // that matches the request. GameSessions []*GameSession `type:"list"` - // Token that indicates where to resume retrieving results on the next call + // A token that indicates where to resume retrieving results on the next call // to this operation. If no token is returned, these results represent the end // of the list. NextToken *string `min:"1" type:"string"` @@ -24419,26 +25582,23 @@ func (s *SearchGameSessionsOutput) SetNextToken(v string) *SearchGameSessionsOut } // A set of instructions for launching server processes on each instance in -// a fleet. Server processes run either a custom game build executable or a -// Realtime Servers script. Each instruction set identifies the location of -// the custom game build executable or Realtime launch script, optional launch -// parameters, and the number of server processes with this configuration to -// maintain concurrently on the instance. Server process configurations make -// up a fleet's RuntimeConfiguration . +// a fleet. Server processes run either an executable in a custom game build +// or a Realtime Servers script. Server process configurations are part of a +// fleet's RuntimeConfiguration. type ServerProcess struct { _ struct{} `type:"structure"` - // The number of server processes that use this configuration to run concurrently - // on an instance. + // The number of server processes using this configuration that run concurrently + // on each instance. // // ConcurrentExecutions is a required field ConcurrentExecutions *int64 `min:"1" type:"integer" required:"true"` - // The location of the server executable in a custom game build or the name - // of the Realtime script file that contains the Init() function. Game builds - // and Realtime scripts are installed on instances at the root: + // The location of a game build executable or the Realtime script file that + // contains the Init() function. Game builds and Realtime scripts are installed + // on instances at the root: // - // * Windows (for custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe" + // * Windows (custom game builds only): C:\game. Example: "C:\game\MyGame\server.exe" // // * Linux: /local/game. Examples: "/local/game/MyGame/server.exe" or "/local/game/MyRealtimeScript.js" // @@ -24503,6 +25663,7 @@ func (s *ServerProcess) SetParameters(v string) *ServerProcess { return s } +// Represents the input for a request operation. type StartFleetActionsInput struct { _ struct{} `type:"structure"` @@ -24511,11 +25672,15 @@ type StartFleetActionsInput struct { // Actions is a required field Actions []*string `min:"1" type:"list" required:"true"` - // A unique identifier for a fleet to start actions on. You can use either the - // fleet ID or ARN value. + // A unique identifier for the fleet to restart actions on. You can use either + // the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` + + // The fleet location to restart fleet actions for. Specify a location in the + // form of an AWS Region code, such as us-west-2. + Location *string `min:"1" type:"string"` } // String returns the string representation @@ -24540,6 +25705,9 @@ func (s *StartFleetActionsInput) Validate() error { if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } if invalidParams.Len() > 0 { return invalidParams @@ -24559,8 +25727,23 @@ func (s *StartFleetActionsInput) SetFleetId(v string) *StartFleetActionsInput { return s } +// SetLocation sets the Location field's value. +func (s *StartFleetActionsInput) SetLocation(v string) *StartFleetActionsInput { + s.Location = &v + return s +} + +// Represents the returned data in response to a request operation. type StartFleetActionsOutput struct { _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet to restart actions on. + FleetId *string `type:"string"` } // String returns the string representation @@ -24573,6 +25756,18 @@ func (s StartFleetActionsOutput) GoString() string { return s.String() } +// SetFleetArn sets the FleetArn field's value. +func (s *StartFleetActionsOutput) SetFleetArn(v string) *StartFleetActionsOutput { + s.FleetArn = &v + return s +} + +// SetFleetId sets the FleetId field's value. +func (s *StartFleetActionsOutput) SetFleetId(v string) *StartFleetActionsOutput { + s.FleetId = &v + return s +} + // Represents the input for a request operation. type StartGameSessionPlacementInput struct { _ struct{} `type:"structure"` @@ -24580,12 +25775,12 @@ type StartGameSessionPlacementInput struct { // Set of information on each player to create a player session for. DesiredPlayerSessions []*DesiredPlayerSession `type:"list"` - // Set of custom properties for a game session, formatted as key:value pairs. + // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameProperties []*GameProperty `type:"list"` - // Set of custom game session properties, formatted as a single string value. + // A set of custom game session properties, formatted as a single string value. // This data is passed to a game server process in the GameSession object with // a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). GameSessionData *string `min:"1" type:"string"` @@ -24613,8 +25808,8 @@ type StartGameSessionPlacementInput struct { // PlacementId is a required field PlacementId *string `min:"1" type:"string" required:"true"` - // Set of values, expressed in milliseconds, indicating the amount of latency - // that a player experiences when connected to AWS Regions. This information + // A set of values, expressed in milliseconds, that indicates the amount of + // latency that a player experiences when connected to AWS Regions. This information // is used to try to place the new game session where it can offer the best // possible gameplay experience for the players. PlayerLatencies []*PlayerLatency `type:"list"` @@ -24776,21 +25971,20 @@ type StartMatchBackfillInput struct { // ConfigurationName is a required field ConfigurationName *string `min:"1" type:"string" required:"true"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) - // that is assigned to a game session and uniquely identifies it. This is the - // same as the game session ID. + // A unique identifier for the game session. Use the game session ID. When using + // FlexMatch as a standalone matchmaking solution, this parameter is not needed. GameSessionArn *string `min:"1" type:"string"` // Match information on all players that are currently assigned to the game // session. This information is used by the matchmaker to find new players and // add them to the existing game. // - // * PlayerID, PlayerAttributes, Team -\\- This information is maintained - // in the GameSession object, MatchmakerData property, for all players who - // are currently assigned to the game session. The matchmaker data is in - // JSON syntax, formatted as a string. For more details, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). + // * PlayerID, PlayerAttributes, Team -- This information is maintained in + // the GameSession object, MatchmakerData property, for all players who are + // currently assigned to the game session. The matchmaker data is in JSON + // syntax, formatted as a string. For more details, see Match Data (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-server.html#match-server-data). // - // * LatencyInMs -\\- If the matchmaker uses player latency, include a latency + // * LatencyInMs -- If the matchmaker uses player latency, include a latency // value, in milliseconds, for the Region that the game session is currently // in. Do not include latency values for any other Region. // @@ -25003,6 +26197,7 @@ func (s *StartMatchmakingOutput) SetMatchmakingTicket(v *MatchmakingTicket) *Sta return s } +// Represents the input for a request operation. type StopFleetActionsInput struct { _ struct{} `type:"structure"` @@ -25011,11 +26206,15 @@ type StopFleetActionsInput struct { // Actions is a required field Actions []*string `min:"1" type:"list" required:"true"` - // A unique identifier for a fleet to stop actions on. You can use either the - // fleet ID or ARN value. + // A unique identifier for the fleet to stop actions on. You can use either + // the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` + + // The fleet location to stop fleet actions for. Specify a location in the form + // of an AWS Region code, such as us-west-2. + Location *string `min:"1" type:"string"` } // String returns the string representation @@ -25040,6 +26239,9 @@ func (s *StopFleetActionsInput) Validate() error { if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } if invalidParams.Len() > 0 { return invalidParams @@ -25059,8 +26261,23 @@ func (s *StopFleetActionsInput) SetFleetId(v string) *StopFleetActionsInput { return s } +// SetLocation sets the Location field's value. +func (s *StopFleetActionsInput) SetLocation(v string) *StopFleetActionsInput { + s.Location = &v + return s +} + +// Represents the input for a request operation. type StopFleetActionsOutput struct { _ struct{} `type:"structure"` + + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet to stop actions on. + FleetId *string `type:"string"` } // String returns the string representation @@ -25073,6 +26290,18 @@ func (s StopFleetActionsOutput) GoString() string { return s.String() } +// SetFleetArn sets the FleetArn field's value. +func (s *StopFleetActionsOutput) SetFleetArn(v string) *StopFleetActionsOutput { + s.FleetArn = &v + return s +} + +// SetFleetId sets the FleetId field's value. +func (s *StopFleetActionsOutput) SetFleetId(v string) *StopFleetActionsOutput { + s.FleetId = &v + return s +} + // Represents the input for a request operation. type StopGameSessionPlacementInput struct { _ struct{} `type:"structure"` @@ -25285,13 +26514,9 @@ func (s *SuspendGameServerGroupOutput) SetGameServerGroup(v *GameServerGroup) *S // // AWS Tagging Strategies (http://aws.amazon.com/answers/account-management/aws-tagging-strategies/) // -// Related operations -// -// * TagResource +// Related actions // -// * UntagResource -// -// * ListTagsForResource +// TagResource | UntagResource | ListTagsForResource | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type Tag struct { _ struct{} `type:"structure"` @@ -25498,16 +26723,11 @@ func (s *TaggingFailedException) RequestID() string { // specifies settings as needed for the target based policy, including the target // value. // -// * DescribeFleetCapacity -// -// * UpdateFleetCapacity +// Related actions // -// * DescribeEC2InstanceLimits -// -// * Manage scaling policies: PutScalingPolicy (auto-scaling) DescribeScalingPolicies -// (auto-scaling) DeleteScalingPolicy (auto-scaling) -// -// * Manage fleet actions: StartFleetActions StopFleetActions +// DescribeFleetCapacity | UpdateFleetCapacity | DescribeEC2InstanceLimits | +// PutScalingPolicy | DescribeScalingPolicies | DeleteScalingPolicy | StopFleetActions +// | StartFleetActions | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type TargetConfiguration struct { _ struct{} `type:"structure"` @@ -25550,7 +26770,7 @@ func (s *TargetConfiguration) SetTargetValue(v float64) *TargetConfiguration { return s } -// This data type is used with the Amazon GameLift FleetIQ and game server groups. +// This data type is used with the GameLift FleetIQ and game server groups. // // Settings for a target-based scaling policy as part of a GameServerGroupAutoScalingPolicy. // These settings are used to create a target-based policy that tracks the GameLift @@ -25945,8 +27165,8 @@ func (s *UpdateAliasOutput) SetAlias(v *Alias) *UpdateAliasOutput { type UpdateBuildInput struct { _ struct{} `type:"structure"` - // A unique identifier for a build to update. You can use either the build ID - // or ARN value. + // A unique identifier for the build to update. You can use either the build + // ID or ARN value. // // BuildId is a required field BuildId *string `type:"string" required:"true"` @@ -26035,29 +27255,28 @@ func (s *UpdateBuildOutput) SetBuild(v *Build) *UpdateBuildOutput { type UpdateFleetAttributesInput struct { _ struct{} `type:"structure"` - // Human-readable description of a fleet. + // A human-readable description of a fleet. Description *string `min:"1" type:"string"` - // A unique identifier for a fleet to update attribute metadata for. You can + // A unique identifier for the fleet to update attribute metadata for. You can // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // Names of metric groups to include this fleet in. Amazon CloudWatch uses a - // fleet metric group is to aggregate metrics from multiple fleets. Use an existing - // metric group name to add this fleet to the group. Or use a new name to create - // a new metric group. A fleet can only be included in one metric group at a - // time. + // The name of a metric group to add this fleet to. Use a metric group in Amazon + // CloudWatch to aggregate the metrics from multiple fleets. Provide an existing + // metric group name, or create a new metric group by providing a new name. + // A fleet can only be in one metric group at a time. MetricGroups []*string `type:"list"` // A descriptive label that is associated with a fleet. Fleet names do not need // to be unique. Name *string `min:"1" type:"string"` - // Game session protection policy to apply to all new instances created in this - // fleet. Instances that already exist are not affected. You can set protection - // for individual instances using UpdateGameSession. + // The game session protection policy to apply to all new instances created + // in this fleet. Instances that already exist are not affected. You can set + // protection for individual instances using UpdateGameSession. // // * NoProtection -- The game session can be terminated during a scale-down // event. @@ -26066,8 +27285,8 @@ type UpdateFleetAttributesInput struct { // be terminated during a scale-down event. NewGameSessionProtectionPolicy *string `type:"string" enum:"ProtectionPolicy"` - // Policy that limits the number of game sessions an individual player can create - // over a span of time. + // Policy settings that limit the number of game sessions an individual player + // can create over a span of time. ResourceCreationLimitPolicy *ResourceCreationLimitPolicy `type:"structure"` } @@ -26140,8 +27359,7 @@ func (s *UpdateFleetAttributesInput) SetResourceCreationLimitPolicy(v *ResourceC type UpdateFleetAttributesOutput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet that was updated. Use either the fleet ID - // or ARN value. + // A unique identifier for the fleet that was updated. FleetId *string `type:"string"` } @@ -26165,21 +27383,26 @@ func (s *UpdateFleetAttributesOutput) SetFleetId(v string) *UpdateFleetAttribute type UpdateFleetCapacityInput struct { _ struct{} `type:"structure"` - // Number of EC2 instances you want this fleet to host. + // The number of EC2 instances you want to maintain in the specified fleet location. + // This value must fall between the minimum and maximum size limits. DesiredInstances *int64 `type:"integer"` - // A unique identifier for a fleet to update capacity for. You can use either - // the fleet ID or ARN value. + // A unique identifier for the fleet to update capacity settings for. You can + // use either the fleet ID or ARN value. // // FleetId is a required field FleetId *string `type:"string" required:"true"` - // The maximum value allowed for the fleet's instance count. Default if not - // set is 1. + // The name of a remote location to update fleet capacity settings for, in the + // form of an AWS Region code such as us-west-2. + Location *string `min:"1" type:"string"` + + // The maximum number of instances that are allowed in the specified fleet location. + // If this parameter is not set, the default is 1. MaxSize *int64 `type:"integer"` - // The minimum value allowed for the fleet's instance count. Default if not - // set is 0. + // The minimum number of instances that are allowed in the specified fleet location. + // If this parameter is not set, the default is 0. MinSize *int64 `type:"integer"` } @@ -26199,6 +27422,9 @@ func (s *UpdateFleetCapacityInput) Validate() error { if s.FleetId == nil { invalidParams.Add(request.NewErrParamRequired("FleetId")) } + if s.Location != nil && len(*s.Location) < 1 { + invalidParams.Add(request.NewErrParamMinLen("Location", 1)) + } if invalidParams.Len() > 0 { return invalidParams @@ -26218,6 +27444,12 @@ func (s *UpdateFleetCapacityInput) SetFleetId(v string) *UpdateFleetCapacityInpu return s } +// SetLocation sets the Location field's value. +func (s *UpdateFleetCapacityInput) SetLocation(v string) *UpdateFleetCapacityInput { + s.Location = &v + return s +} + // SetMaxSize sets the MaxSize field's value. func (s *UpdateFleetCapacityInput) SetMaxSize(v int64) *UpdateFleetCapacityInput { s.MaxSize = &v @@ -26234,8 +27466,17 @@ func (s *UpdateFleetCapacityInput) SetMinSize(v int64) *UpdateFleetCapacityInput type UpdateFleetCapacityOutput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet that was updated. + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) + // that is assigned to a GameLift fleet resource and uniquely identifies it. + // ARNs are unique across all Regions. Format is arn:aws:gamelift:::fleet/fleet-a1234567-b8c9-0d1e-2fa3-b45c6d7e8912. + FleetArn *string `type:"string"` + + // A unique identifier for the fleet that was updated. FleetId *string `type:"string"` + + // The remote location being updated, expressed as an AWS Region code, such + // as us-west-2. + Location *string `min:"1" type:"string"` } // String returns the string representation @@ -26248,17 +27489,29 @@ func (s UpdateFleetCapacityOutput) GoString() string { return s.String() } +// SetFleetArn sets the FleetArn field's value. +func (s *UpdateFleetCapacityOutput) SetFleetArn(v string) *UpdateFleetCapacityOutput { + s.FleetArn = &v + return s +} + // SetFleetId sets the FleetId field's value. func (s *UpdateFleetCapacityOutput) SetFleetId(v string) *UpdateFleetCapacityOutput { s.FleetId = &v return s } +// SetLocation sets the Location field's value. +func (s *UpdateFleetCapacityOutput) SetLocation(v string) *UpdateFleetCapacityOutput { + s.Location = &v + return s +} + // Represents the input for a request operation. type UpdateFleetPortSettingsInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet to update port settings for. You can use + // A unique identifier for the fleet to update port settings for. You can use // either the fleet ID or ARN value. // // FleetId is a required field @@ -26336,7 +27589,7 @@ func (s *UpdateFleetPortSettingsInput) SetInboundPermissionRevocations(v []*IpPe type UpdateFleetPortSettingsOutput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet that was updated. + // A unique identifier for the fleet that was updated. FleetId *string `type:"string"` } @@ -26641,7 +27894,7 @@ type UpdateGameSessionInput struct { // do not need to be unique. Name *string `min:"1" type:"string"` - // Policy determining whether or not the game session accepts new players. + // A policy that determines whether the game session is accepting new players. PlayerSessionCreationPolicy *string `type:"string" enum:"PlayerSessionCreationPolicy"` // Game session protection policy to apply to this game session only. @@ -26717,7 +27970,7 @@ func (s *UpdateGameSessionInput) SetProtectionPolicy(v string) *UpdateGameSessio type UpdateGameSessionOutput struct { _ struct{} `type:"structure"` - // The updated game session metadata. + // The updated game session properties. GameSession *GameSession `type:"structure"` } @@ -26741,12 +27994,18 @@ func (s *UpdateGameSessionOutput) SetGameSession(v *GameSession) *UpdateGameSess type UpdateGameSessionQueueInput struct { _ struct{} `type:"structure"` - // A list of fleets that can be used to fulfill game session placement requests - // in the queue. Fleets are identified by either a fleet ARN or a fleet alias - // ARN. Destinations are listed in default preference order. When updating this - // list, provide a complete list of destinations. + // A list of fleets and/or fleet aliases that can be used to fulfill game session + // placement requests in the queue. Destinations are identified by either a + // fleet ARN or a fleet alias ARN, and are listed in order of placement preference. + // When updating this list, provide a complete list of destinations. Destinations []*GameSessionQueueDestination `type:"list"` + // A list of locations where a queue is allowed to place new game sessions. + // Locations are specified in the form of AWS Region codes, such as us-west-2. + // If this parameter is not set, game sessions can be placed in any queue location. + // To remove an existing filter configuration, pass in an empty set. + FilterConfiguration *FilterConfiguration `type:"structure"` + // A descriptive label that is associated with game session queue. Queue names // must be unique within each Region. You can use either the queue ID or ARN // value. @@ -26754,17 +28013,22 @@ type UpdateGameSessionQueueInput struct { // Name is a required field Name *string `min:"1" type:"string" required:"true"` - // A collection of latency policies to apply when processing game sessions placement - // requests with player latency information. Multiple policies are evaluated - // in order of the maximum latency value, starting with the lowest latency values. - // With just one policy, the policy is enforced at the start of the game session - // placement for the duration period. With multiple policies, each policy is - // enforced consecutively for its duration period. For example, a queue might - // enforce a 60-second policy followed by a 120-second policy, and then no policy - // for the remainder of the placement. When updating policies, provide a complete - // collection of policies. + // A set of policies that act as a sliding cap on player latency. FleetIQ works + // to deliver low latency for most players in a game session. These policies + // ensure that no individual player can be placed into a game with unreasonably + // high latency. Use multiple policies to gradually relax latency requirements + // a step at a time. Multiple policies are applied based on their maximum allowed + // latency, starting with the lowest value. When updating policies, provide + // a complete collection of policies. PlayerLatencyPolicies []*PlayerLatencyPolicy `type:"list"` + // Custom settings to use when prioritizing destinations and locations for game + // session placements. This configuration replaces the FleetIQ default prioritization + // process. Priority types that are not explicitly named will be automatically + // applied at the end of the prioritization process. To remove an existing priority + // configuration, pass in an empty set. + PriorityConfiguration *PriorityConfiguration `type:"structure"` + // The maximum time, in seconds, that a new game session placement request remains // in the queue. When a request exceeds this time, the game session placement // changes to a TIMED_OUT status. @@ -26800,6 +28064,16 @@ func (s *UpdateGameSessionQueueInput) Validate() error { } } } + if s.FilterConfiguration != nil { + if err := s.FilterConfiguration.Validate(); err != nil { + invalidParams.AddNested("FilterConfiguration", err.(request.ErrInvalidParams)) + } + } + if s.PriorityConfiguration != nil { + if err := s.PriorityConfiguration.Validate(); err != nil { + invalidParams.AddNested("PriorityConfiguration", err.(request.ErrInvalidParams)) + } + } if invalidParams.Len() > 0 { return invalidParams @@ -26813,6 +28087,12 @@ func (s *UpdateGameSessionQueueInput) SetDestinations(v []*GameSessionQueueDesti return s } +// SetFilterConfiguration sets the FilterConfiguration field's value. +func (s *UpdateGameSessionQueueInput) SetFilterConfiguration(v *FilterConfiguration) *UpdateGameSessionQueueInput { + s.FilterConfiguration = v + return s +} + // SetName sets the Name field's value. func (s *UpdateGameSessionQueueInput) SetName(v string) *UpdateGameSessionQueueInput { s.Name = &v @@ -26825,6 +28105,12 @@ func (s *UpdateGameSessionQueueInput) SetPlayerLatencyPolicies(v []*PlayerLatenc return s } +// SetPriorityConfiguration sets the PriorityConfiguration field's value. +func (s *UpdateGameSessionQueueInput) SetPriorityConfiguration(v *PriorityConfiguration) *UpdateGameSessionQueueInput { + s.PriorityConfiguration = v + return s +} + // SetTimeoutInSeconds sets the TimeoutInSeconds field's value. func (s *UpdateGameSessionQueueInput) SetTimeoutInSeconds(v int64) *UpdateGameSessionQueueInput { s.TimeoutInSeconds = &v @@ -26866,16 +28152,13 @@ type UpdateMatchmakingConfigurationInput struct { AcceptanceRequired *bool `type:"boolean"` // The length of time (in seconds) to wait for players to accept a proposed - // match, if acceptance is required. If any player rejects the match or fails - // to accept before the timeout, the tickets are returned to the ticket pool - // and continue to be evaluated for an acceptable match. + // match, if acceptance is required. AcceptanceTimeoutSeconds *int64 `min:"1" type:"integer"` // The number of player slots in a match to keep open for future players. For - // example, assume that the configuration's rule set specifies a match for a - // single 12-person team. If the additional player count is set to 2, only 10 - // players are initially selected for the match. This parameter is not used - // if FlexMatchMode is set to STANDALONE. + // example, if the configuration's rule set specifies a match for a single 12-person + // team, and the additional player count is set to 2, only 10 players are selected + // for the match. This parameter is not used if FlexMatchMode is set to STANDALONE. AdditionalPlayerCount *int64 `type:"integer"` // The method that is used to backfill game sessions created with this matchmaking @@ -26904,7 +28187,7 @@ type UpdateMatchmakingConfigurationInput struct { // queue to start a game session for the match. FlexMatchMode *string `type:"string" enum:"FlexMatchMode"` - // A set of custom properties for a game session, formatted as key-value pairs. + // A set of custom properties for a game session, formatted as key:value pairs. // These properties are passed to a game server process in the GameSession object // with a request to start a new game session (see Start a Game Session (https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession)). // This information is added to the new GameSession object that is created for @@ -26920,22 +28203,22 @@ type UpdateMatchmakingConfigurationInput struct { // STANDALONE. GameSessionData *string `min:"1" type:"string"` - // Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // that is assigned to a GameLift game session queue resource and uniquely identifies - // it. ARNs are unique across all Regions. Queues can be located in any Region. - // Queues are used to start new GameLift-hosted game sessions for matches that - // are created with this matchmaking configuration. If FlexMatchMode is set - // to STANDALONE, do not set this parameter. + // it. ARNs are unique across all Regions. Format is arn:aws:gamelift:::gamesessionqueue/. Queues can be located in any Region. Queues are used to start new + // GameLift-hosted game sessions for matches that are created with this matchmaking + // configuration. If FlexMatchMode is set to STANDALONE, do not set this parameter. GameSessionQueueArns []*string `type:"list"` - // A unique identifier for a matchmaking configuration to update. You can use - // either the configuration name or ARN value. + // A unique identifier for the matchmaking configuration to update. You can + // use either the configuration name or ARN value. // // Name is a required field Name *string `min:"1" type:"string" required:"true"` // An SNS topic ARN that is set up to receive matchmaking notifications. See - // Setting up Notifications for Matchmaking (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) + // Setting up notifications for matchmaking (https://docs.aws.amazon.com/gamelift/latest/flexmatchguide/match-notification.html) // for more information. NotificationTarget *string `type:"string"` @@ -26944,7 +28227,7 @@ type UpdateMatchmakingConfigurationInput struct { // as needed. RequestTimeoutSeconds *int64 `min:"1" type:"integer"` - // A unique identifier for a matchmaking rule set to use with this configuration. + // A unique identifier for the matchmaking rule set to use with this configuration. // You can use either the rule set name or ARN value. A matchmaking configuration // can only use rule sets that are defined in the same Region. RuleSetName *string `min:"1" type:"string"` @@ -27113,7 +28396,7 @@ func (s *UpdateMatchmakingConfigurationOutput) SetConfiguration(v *MatchmakingCo type UpdateRuntimeConfigurationInput struct { _ struct{} `type:"structure"` - // A unique identifier for a fleet to update runtime configuration for. You + // A unique identifier for the fleet to update runtime configuration for. You // can use either the fleet ID or ARN value. // // FleetId is a required field @@ -27122,10 +28405,8 @@ type UpdateRuntimeConfigurationInput struct { // Instructions for launching server processes on each instance in the fleet. // Server processes run either a custom game build executable or a Realtime // Servers script. The runtime configuration lists the types of server processes - // to run on an instance and includes the following configuration settings: - // the server executable or launch script file, launch parameters, and the number - // of processes to run concurrently on each instance. A CreateFleet request - // must include a runtime configuration with at least one server process configuration. + // to run on an instance, how to launch them, and the number of processes to + // run concurrently. // // RuntimeConfiguration is a required field RuntimeConfiguration *RuntimeConfiguration `type:"structure" required:"true"` @@ -27178,8 +28459,8 @@ func (s *UpdateRuntimeConfigurationInput) SetRuntimeConfiguration(v *RuntimeConf type UpdateRuntimeConfigurationOutput struct { _ struct{} `type:"structure"` - // The runtime configuration currently in force. If the update was successful, - // this object matches the one in the request. + // The runtime configuration currently in use by all instances in the fleet. + // If the update was successful, all property changes are shown. RuntimeConfiguration *RuntimeConfiguration `type:"structure"` } @@ -27206,25 +28487,24 @@ type UpdateScriptInput struct { // need to be unique. Name *string `min:"1" type:"string"` - // A unique identifier for a Realtime script to update. You can use either the - // script ID or ARN value. + // A unique identifier for the Realtime script to update. You can use either + // the script ID or ARN value. // // ScriptId is a required field ScriptId *string `type:"string" required:"true"` - // The Amazon S3 location of your Realtime scripts. The storage location must - // specify the S3 bucket name, the zip file name (the "key"), and an IAM role - // ARN that allows Amazon GameLift to access the S3 storage location. The S3 - // bucket must be in the same Region as the script you're updating. By default, + // The location of the Amazon S3 bucket where a zipped file containing your + // Realtime scripts is stored. The storage location must specify the Amazon + // S3 bucket name, the zip file name (the "key"), and a role ARN that allows + // Amazon GameLift to access the Amazon S3 storage location. The S3 bucket must + // be in the same Region where you want to create a new script. By default, // Amazon GameLift uploads the latest version of the zip file; if you have S3 // object versioning turned on, you can use the ObjectVersion parameter to specify - // an earlier version. To call this operation with a storage location, you must - // have IAM PassRole permission. For more details on IAM roles and PassRole - // permissions, see Set up a role for GameLift access (https://docs.aws.amazon.com/gamelift/latest/developerguide/setting-up-role.html). + // an earlier version. StorageLocation *S3Location `type:"structure"` - // The version that is associated with a build or script. Version strings do - // not need to be unique. + // Version information that is associated with a build or script. Version strings + // do not need to be unique. Version *string `min:"1" type:"string"` // A data object containing your Realtime scripts and dependencies as a zip @@ -27402,17 +28682,11 @@ func (s *ValidateMatchmakingRuleSetOutput) SetValid(v bool) *ValidateMatchmaking // to. This authorization must exist and be valid for the peering connection // to be established. Authorizations are valid for 24 hours after they are issued. // -// * CreateVpcPeeringAuthorization -// -// * DescribeVpcPeeringAuthorizations -// -// * DeleteVpcPeeringAuthorization +// Related actions // -// * CreateVpcPeeringConnection -// -// * DescribeVpcPeeringConnections -// -// * DeleteVpcPeeringConnection +// CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization +// | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type VpcPeeringAuthorization struct { _ struct{} `type:"structure"` @@ -27424,18 +28698,18 @@ type VpcPeeringAuthorization struct { // Format is a number expressed in Unix time as milliseconds (for example "1469498468.057"). ExpirationTime *time.Time `type:"timestamp"` - // A unique identifier for the AWS account that you use to manage your Amazon - // GameLift fleet. You can find your Account ID in the AWS Management Console - // under account settings. + // A unique identifier for the AWS account that you use to manage your GameLift + // fleet. You can find your Account ID in the AWS Management Console under account + // settings. GameLiftAwsAccountId *string `min:"1" type:"string"` PeerVpcAwsAccountId *string `min:"1" type:"string"` - // A unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. - // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) - // in the AWS Management Console. Learn more about VPC peering in VPC Peering - // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). + // A unique identifier for a VPC with resources to be accessed by your GameLift + // fleet. The VPC must be in the same Region as your fleet. To look up a VPC + // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS + // Management Console. Learn more about VPC peering in VPC Peering with GameLift + // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` } @@ -27483,25 +28757,19 @@ func (s *VpcPeeringAuthorization) SetPeerVpcId(v string) *VpcPeeringAuthorizatio // and the VPC for your Amazon GameLift fleets. This record may be for an active // peering connection or a pending connection that has not yet been established. // -// * CreateVpcPeeringAuthorization -// -// * DescribeVpcPeeringAuthorizations -// -// * DeleteVpcPeeringAuthorization +// Related actions // -// * CreateVpcPeeringConnection -// -// * DescribeVpcPeeringConnections -// -// * DeleteVpcPeeringConnection +// CreateVpcPeeringAuthorization | DescribeVpcPeeringAuthorizations | DeleteVpcPeeringAuthorization +// | CreateVpcPeeringConnection | DescribeVpcPeeringConnections | DeleteVpcPeeringConnection +// | All APIs by task (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html#reference-awssdk-resources-fleets) type VpcPeeringConnection struct { _ struct{} `type:"structure"` - // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/general/latest/gr/aws-arns-and-namespaces.html)) + // The Amazon Resource Name (ARN (https://docs.aws.amazon.com/AmazonS3/latest/dev/s3-arn-format.html)) // associated with the GameLift fleet resource for this connection. FleetArn *string `type:"string"` - // A unique identifier for a fleet. This ID determines the ID of the Amazon + // A unique identifier for the fleet. This ID determines the ID of the Amazon // GameLift VPC for your fleet. FleetId *string `type:"string"` @@ -27515,11 +28783,11 @@ type VpcPeeringConnection struct { // it; these blocks cannot overlap or the peering connection cannot be created. IpV4CidrBlock *string `min:"1" type:"string"` - // A unique identifier for a VPC with resources to be accessed by your Amazon - // GameLift fleet. The VPC must be in the same Region where your fleet is deployed. - // Look up a VPC ID using the VPC Dashboard (https://console.aws.amazon.com/vpc/) - // in the AWS Management Console. Learn more about VPC peering in VPC Peering - // with Amazon GameLift Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). + // A unique identifier for a VPC with resources to be accessed by your GameLift + // fleet. The VPC must be in the same Region as your fleet. To look up a VPC + // ID, use the VPC Dashboard (https://console.aws.amazon.com/vpc/) in the AWS + // Management Console. Learn more about VPC peering in VPC Peering with GameLift + // Fleets (https://docs.aws.amazon.com/gamelift/latest/developerguide/vpc-peering.html). PeerVpcId *string `min:"1" type:"string"` // The status information about the connection. Status indicates if a connection @@ -28808,6 +30076,18 @@ func IpProtocol_Values() []string { } } +const ( + // LocationUpdateStatusPendingUpdate is a LocationUpdateStatus enum value + LocationUpdateStatusPendingUpdate = "PENDING_UPDATE" +) + +// LocationUpdateStatus_Values returns all elements of the LocationUpdateStatus enum +func LocationUpdateStatus_Values() []string { + return []string{ + LocationUpdateStatusPendingUpdate, + } +} + const ( // MatchmakingConfigurationStatusCancelled is a MatchmakingConfigurationStatus enum value MatchmakingConfigurationStatusCancelled = "CANCELLED" @@ -28976,6 +30256,30 @@ func PolicyType_Values() []string { } } +const ( + // PriorityTypeLatency is a PriorityType enum value + PriorityTypeLatency = "LATENCY" + + // PriorityTypeCost is a PriorityType enum value + PriorityTypeCost = "COST" + + // PriorityTypeDestination is a PriorityType enum value + PriorityTypeDestination = "DESTINATION" + + // PriorityTypeLocation is a PriorityType enum value + PriorityTypeLocation = "LOCATION" +) + +// PriorityType_Values returns all elements of the PriorityType enum +func PriorityType_Values() []string { + return []string{ + PriorityTypeLatency, + PriorityTypeCost, + PriorityTypeDestination, + PriorityTypeLocation, + } +} + const ( // ProtectionPolicyNoProtection is a ProtectionPolicy enum value ProtectionPolicyNoProtection = "NoProtection" diff --git a/service/gamelift/doc.go b/service/gamelift/doc.go index 1e5e92ffbbd..67ae07f2aa7 100644 --- a/service/gamelift/doc.go +++ b/service/gamelift/doc.go @@ -11,31 +11,38 @@ // // About GameLift solutions // -// Get more information on these GameLift solutions in the Amazon GameLift Developer -// Guide (http://docs.aws.amazon.com/gamelift/latest/developerguide/). -// -// * Managed GameLift -- GameLift offers a fully managed service to set up -// and maintain computing machines for hosting, manage game session and player -// session life cycle, and handle security, storage, and performance tracking. -// You can use automatic scaling tools to balance hosting costs against meeting -// player demand., configure your game session management to minimize player -// latency, or add FlexMatch for matchmaking. -// -// * Managed GameLift with Realtime Servers – With GameLift Realtime Servers, -// you can quickly configure and set up game servers for your game. Realtime -// Servers provides a game server framework with core Amazon GameLift infrastructure -// already built in. -// -// * GameLift FleetIQ – Use GameLift FleetIQ as a standalone feature while -// managing your own EC2 instances and Auto Scaling groups for game hosting. -// GameLift FleetIQ provides optimizations that make low-cost Spot Instances -// viable for game hosting. +// Get more information on these GameLift solutions in the GameLift Developer +// Guide (https://docs.aws.amazon.com/gamelift/latest/developerguide/). +// +// * GameLift managed hosting -- GameLift offers a fully managed service +// to set up and maintain computing machines for hosting, manage game session +// and player session life cycle, and handle security, storage, and performance +// tracking. You can use automatic scaling tools to balance player demand +// and hosting costs, configure your game session management to minimize +// player latency, and add FlexMatch for matchmaking. +// +// * Managed hosting with Realtime Servers -- With GameLift Realtime Servers, +// you can quickly configure and set up ready-to-go game servers for your +// game. Realtime Servers provides a game server framework with core GameLift +// infrastructure already built in. Then use the full range of GameLift managed +// hosting features, including FlexMatch, for your game. +// +// * GameLift FleetIQ -- Use GameLift FleetIQ as a standalone service while +// hosting your games using EC2 instances and Auto Scaling groups. GameLift +// FleetIQ provides optimizations for game hosting, including boosting the +// viability of low-cost Spot Instances gaming. For a complete solution, +// pair the GameLift FleetIQ and FlexMatch standalone services. +// +// * GameLift FlexMatch -- Add matchmaking to your game hosting solution. +// FlexMatch is a customizable matchmaking service for multiplayer games. +// Use FlexMatch as integrated with GameLift managed hosting or incorporate +// FlexMatch as a standalone service into your own hosting solution. // // About this API Reference // // This reference guide describes the low-level service API for Amazon GameLift. -// You can find links to language-specific SDK guides and the AWS CLI reference -// with each operation and data type topic. Useful links: +// With each topic in this guide, you can find links to language-specific SDK +// guides and the AWS CLI reference. Useful links: // // * GameLift API operations listed by tasks (https://docs.aws.amazon.com/gamelift/latest/developerguide/reference-awssdk.html) // diff --git a/service/gamelift/gameliftiface/interface.go b/service/gamelift/gameliftiface/interface.go index 05f053f4328..c69b622b822 100644 --- a/service/gamelift/gameliftiface/interface.go +++ b/service/gamelift/gameliftiface/interface.go @@ -80,6 +80,10 @@ type GameLiftAPI interface { CreateFleetWithContext(aws.Context, *gamelift.CreateFleetInput, ...request.Option) (*gamelift.CreateFleetOutput, error) CreateFleetRequest(*gamelift.CreateFleetInput) (*request.Request, *gamelift.CreateFleetOutput) + CreateFleetLocations(*gamelift.CreateFleetLocationsInput) (*gamelift.CreateFleetLocationsOutput, error) + CreateFleetLocationsWithContext(aws.Context, *gamelift.CreateFleetLocationsInput, ...request.Option) (*gamelift.CreateFleetLocationsOutput, error) + CreateFleetLocationsRequest(*gamelift.CreateFleetLocationsInput) (*request.Request, *gamelift.CreateFleetLocationsOutput) + CreateGameServerGroup(*gamelift.CreateGameServerGroupInput) (*gamelift.CreateGameServerGroupOutput, error) CreateGameServerGroupWithContext(aws.Context, *gamelift.CreateGameServerGroupInput, ...request.Option) (*gamelift.CreateGameServerGroupOutput, error) CreateGameServerGroupRequest(*gamelift.CreateGameServerGroupInput) (*request.Request, *gamelift.CreateGameServerGroupOutput) @@ -132,6 +136,10 @@ type GameLiftAPI interface { DeleteFleetWithContext(aws.Context, *gamelift.DeleteFleetInput, ...request.Option) (*gamelift.DeleteFleetOutput, error) DeleteFleetRequest(*gamelift.DeleteFleetInput) (*request.Request, *gamelift.DeleteFleetOutput) + DeleteFleetLocations(*gamelift.DeleteFleetLocationsInput) (*gamelift.DeleteFleetLocationsOutput, error) + DeleteFleetLocationsWithContext(aws.Context, *gamelift.DeleteFleetLocationsInput, ...request.Option) (*gamelift.DeleteFleetLocationsOutput, error) + DeleteFleetLocationsRequest(*gamelift.DeleteFleetLocationsInput) (*request.Request, *gamelift.DeleteFleetLocationsOutput) + DeleteGameServerGroup(*gamelift.DeleteGameServerGroupInput) (*gamelift.DeleteGameServerGroupOutput, error) DeleteGameServerGroupWithContext(aws.Context, *gamelift.DeleteGameServerGroupInput, ...request.Option) (*gamelift.DeleteGameServerGroupOutput, error) DeleteGameServerGroupRequest(*gamelift.DeleteGameServerGroupInput) (*request.Request, *gamelift.DeleteGameServerGroupOutput) @@ -201,6 +209,21 @@ type GameLiftAPI interface { DescribeFleetEventsPages(*gamelift.DescribeFleetEventsInput, func(*gamelift.DescribeFleetEventsOutput, bool) bool) error DescribeFleetEventsPagesWithContext(aws.Context, *gamelift.DescribeFleetEventsInput, func(*gamelift.DescribeFleetEventsOutput, bool) bool, ...request.Option) error + DescribeFleetLocationAttributes(*gamelift.DescribeFleetLocationAttributesInput) (*gamelift.DescribeFleetLocationAttributesOutput, error) + DescribeFleetLocationAttributesWithContext(aws.Context, *gamelift.DescribeFleetLocationAttributesInput, ...request.Option) (*gamelift.DescribeFleetLocationAttributesOutput, error) + DescribeFleetLocationAttributesRequest(*gamelift.DescribeFleetLocationAttributesInput) (*request.Request, *gamelift.DescribeFleetLocationAttributesOutput) + + DescribeFleetLocationAttributesPages(*gamelift.DescribeFleetLocationAttributesInput, func(*gamelift.DescribeFleetLocationAttributesOutput, bool) bool) error + DescribeFleetLocationAttributesPagesWithContext(aws.Context, *gamelift.DescribeFleetLocationAttributesInput, func(*gamelift.DescribeFleetLocationAttributesOutput, bool) bool, ...request.Option) error + + DescribeFleetLocationCapacity(*gamelift.DescribeFleetLocationCapacityInput) (*gamelift.DescribeFleetLocationCapacityOutput, error) + DescribeFleetLocationCapacityWithContext(aws.Context, *gamelift.DescribeFleetLocationCapacityInput, ...request.Option) (*gamelift.DescribeFleetLocationCapacityOutput, error) + DescribeFleetLocationCapacityRequest(*gamelift.DescribeFleetLocationCapacityInput) (*request.Request, *gamelift.DescribeFleetLocationCapacityOutput) + + DescribeFleetLocationUtilization(*gamelift.DescribeFleetLocationUtilizationInput) (*gamelift.DescribeFleetLocationUtilizationOutput, error) + DescribeFleetLocationUtilizationWithContext(aws.Context, *gamelift.DescribeFleetLocationUtilizationInput, ...request.Option) (*gamelift.DescribeFleetLocationUtilizationOutput, error) + DescribeFleetLocationUtilizationRequest(*gamelift.DescribeFleetLocationUtilizationInput) (*request.Request, *gamelift.DescribeFleetLocationUtilizationOutput) + DescribeFleetPortSettings(*gamelift.DescribeFleetPortSettingsInput) (*gamelift.DescribeFleetPortSettingsOutput, error) DescribeFleetPortSettingsWithContext(aws.Context, *gamelift.DescribeFleetPortSettingsInput, ...request.Option) (*gamelift.DescribeFleetPortSettingsOutput, error) DescribeFleetPortSettingsRequest(*gamelift.DescribeFleetPortSettingsInput) (*request.Request, *gamelift.DescribeFleetPortSettingsOutput) diff --git a/service/iam/api.go b/service/iam/api.go index 72e374e2bd2..c00f7dc67ec 100644 --- a/service/iam/api.go +++ b/service/iam/api.go @@ -362,6 +362,10 @@ func (c *IAM) AttachGroupPolicyRequest(input *AttachGroupPolicyInput) (req *requ // You use this operation to attach a managed policy to a group. To embed an // inline policy in a group, use PutGroupPolicy. // +// As a best practice, you can validate your IAM policies. To learn more, see +// Validating IAM policies (https://docs.aws.amazon.com/IAM/latest/UserGuide/access_policies_policy-validator.html) +// in the IAM User Guide. +// // For more information about policies, see Managed policies and inline policies // (https://docs.aws.amazon.com/IAM/latest/UserGuide/policies-managed-vs-inline.html) // in the IAM User Guide. @@ -474,6 +478,10 @@ func (c *IAM) AttachRolePolicyRequest(input *AttachRolePolicyInput) (req *reques // see Managed policies and inline policies (https://docs.aws.amazon.com/IAM/latest/UserGuide/policies-managed-vs-inline.html) // in the IAM User Guide. // +// As a best practice, you can validate your IAM policies. To learn more, see +// Validating IAM policies (https://docs.aws.amazon.com/IAM/latest/UserGuide/access_policies_policy-validator.html) +// in the IAM User Guide. +// // Returns awserr.Error for service API and SDK errors. Use runtime type assertions // with awserr.Error's Code and Message methods to get detailed information about // the error. @@ -580,6 +588,10 @@ func (c *IAM) AttachUserPolicyRequest(input *AttachUserPolicyInput) (req *reques // You use this operation to attach a managed policy to a user. To embed an // inline policy in a user, use PutUserPolicy. // +// As a best practice, you can validate your IAM policies. To learn more, see +// Validating IAM policies (https://docs.aws.amazon.com/IAM/latest/UserGuide/access_policies_policy-validator.html) +// in the IAM User Guide. +// // For more information about policies, see Managed policies and inline policies // (https://docs.aws.amazon.com/IAM/latest/UserGuide/policies-managed-vs-inline.html) // in the IAM User Guide. @@ -1414,6 +1426,10 @@ func (c *IAM) CreatePolicyRequest(input *CreatePolicyInput) (req *request.Reques // versions, see Versioning for managed policies (https://docs.aws.amazon.com/IAM/latest/UserGuide/policies-managed-versions.html) // in the IAM User Guide. // +// As a best practice, you can validate your IAM policies. To learn more, see +// Validating IAM policies (https://docs.aws.amazon.com/IAM/latest/UserGuide/access_policies_policy-validator.html) +// in the IAM User Guide. +// // For more information about managed policies in general, see Managed policies // and inline policies (https://docs.aws.amazon.com/IAM/latest/UserGuide/policies-managed-vs-inline.html) // in the IAM User Guide. diff --git a/service/lambda/api.go b/service/lambda/api.go index 44dc043ab69..47da9360816 100644 --- a/service/lambda/api.go +++ b/service/lambda/api.go @@ -7347,7 +7347,7 @@ type CreateEventSourceMappingInput struct { // (Streams) A list of current response type enums applied to the event source // mapping. - FunctionResponseTypes []*string `min:"1" type:"list"` + FunctionResponseTypes []*string `type:"list"` // (Streams and SQS standard queues) The maximum amount of time to gather records // before invoking the function, in seconds. @@ -7413,9 +7413,6 @@ func (s *CreateEventSourceMappingInput) Validate() error { if s.FunctionName != nil && len(*s.FunctionName) < 1 { invalidParams.Add(request.NewErrParamMinLen("FunctionName", 1)) } - if s.FunctionResponseTypes != nil && len(s.FunctionResponseTypes) < 1 { - invalidParams.Add(request.NewErrParamMinLen("FunctionResponseTypes", 1)) - } if s.MaximumRecordAgeInSeconds != nil && *s.MaximumRecordAgeInSeconds < -1 { invalidParams.Add(request.NewErrParamMinValue("MaximumRecordAgeInSeconds", -1)) } @@ -9105,7 +9102,7 @@ type EventSourceMappingConfiguration struct { // (Streams) A list of current response type enums applied to the event source // mapping. - FunctionResponseTypes []*string `min:"1" type:"list"` + FunctionResponseTypes []*string `type:"list"` // The date that the event source mapping was last updated, or its state changed. LastModified *time.Time `type:"timestamp"` @@ -15975,7 +15972,7 @@ type UpdateEventSourceMappingInput struct { // (Streams) A list of current response type enums applied to the event source // mapping. - FunctionResponseTypes []*string `min:"1" type:"list"` + FunctionResponseTypes []*string `type:"list"` // (Streams and SQS standard queues) The maximum amount of time to gather records // before invoking the function, in seconds. @@ -16026,9 +16023,6 @@ func (s *UpdateEventSourceMappingInput) Validate() error { if s.FunctionName != nil && len(*s.FunctionName) < 1 { invalidParams.Add(request.NewErrParamMinLen("FunctionName", 1)) } - if s.FunctionResponseTypes != nil && len(s.FunctionResponseTypes) < 1 { - invalidParams.Add(request.NewErrParamMinLen("FunctionResponseTypes", 1)) - } if s.MaximumRecordAgeInSeconds != nil && *s.MaximumRecordAgeInSeconds < -1 { invalidParams.Add(request.NewErrParamMinValue("MaximumRecordAgeInSeconds", -1)) } diff --git a/service/mediaconnect/api.go b/service/mediaconnect/api.go index 442dce39e77..95b332903b3 100644 --- a/service/mediaconnect/api.go +++ b/service/mediaconnect/api.go @@ -3426,6 +3426,13 @@ type AddOutputRequest struct { // The maximum latency in milliseconds for Zixi-based streams. MaxLatency *int64 `locationName:"maxLatency" type:"integer"` + // The minimum latency in milliseconds for SRT-based streams. In streams that + // use the SRT protocol, this value that you set on your MediaConnect source + // or output represents the minimal potential latency of that connection. The + // latency of the stream is set to the highest number between the sender’s + // minimum latency and the receiver’s minimum latency. + MinLatency *int64 `locationName:"minLatency" type:"integer"` + // The name of the output. This value must be unique within the current flow. Name *string `locationName:"name" type:"string"` @@ -3509,6 +3516,12 @@ func (s *AddOutputRequest) SetMaxLatency(v int64) *AddOutputRequest { return s } +// SetMinLatency sets the MinLatency field's value. +func (s *AddOutputRequest) SetMinLatency(v int64) *AddOutputRequest { + s.MinLatency = &v + return s +} + // SetName sets the Name field's value. func (s *AddOutputRequest) SetName(v string) *AddOutputRequest { s.Name = &v @@ -4121,9 +4134,7 @@ type Encryption struct { // The type of algorithm that is used for the encryption (such as aes128, aes192, // or aes256). - // - // Algorithm is a required field - Algorithm *string `locationName:"algorithm" type:"string" required:"true" enum:"Algorithm"` + Algorithm *string `locationName:"algorithm" type:"string" enum:"Algorithm"` // A 128-bit, 16-byte hex value represented by a 32-character string, to be // used with the key for encrypting content. This parameter is not valid for @@ -4179,9 +4190,6 @@ func (s Encryption) GoString() string { // Validate inspects the fields of the type to determine if they are valid. func (s *Encryption) Validate() error { invalidParams := request.ErrInvalidParams{Context: "Encryption"} - if s.Algorithm == nil { - invalidParams.Add(request.NewErrParamRequired("Algorithm")) - } if s.RoleArn == nil { invalidParams.Add(request.NewErrParamRequired("RoleArn")) } @@ -6473,6 +6481,13 @@ type SetSourceRequest struct { // and Zixi-based streams. MaxLatency *int64 `locationName:"maxLatency" type:"integer"` + // The minimum latency in milliseconds for SRT-based streams. In streams that + // use the SRT protocol, this value that you set on your MediaConnect source + // or output represents the minimal potential latency of that connection. The + // latency of the stream is set to the highest number between the sender’s + // minimum latency and the receiver’s minimum latency. + MinLatency *int64 `locationName:"minLatency" type:"integer"` + // The name of the source. Name *string `locationName:"name" type:"string"` @@ -6553,6 +6568,12 @@ func (s *SetSourceRequest) SetMaxLatency(v int64) *SetSourceRequest { return s } +// SetMinLatency sets the MinLatency field's value. +func (s *SetSourceRequest) SetMinLatency(v int64) *SetSourceRequest { + s.MinLatency = &v + return s +} + // SetName sets the Name field's value. func (s *SetSourceRequest) SetName(v string) *SetSourceRequest { s.Name = &v @@ -6994,6 +7015,13 @@ type Transport struct { // and Zixi-based streams. MaxLatency *int64 `locationName:"maxLatency" type:"integer"` + // The minimum latency in milliseconds for SRT-based streams. In streams that + // use the SRT protocol, this value that you set on your MediaConnect source + // or output represents the minimal potential latency of that connection. The + // latency of the stream is set to the highest number between the sender’s + // minimum latency and the receiver’s minimum latency. + MinLatency *int64 `locationName:"minLatency" type:"integer"` + // The protocol that is used by the source or output. // // Protocol is a required field @@ -7038,6 +7066,12 @@ func (s *Transport) SetMaxLatency(v int64) *Transport { return s } +// SetMinLatency sets the MinLatency field's value. +func (s *Transport) SetMinLatency(v int64) *Transport { + s.MinLatency = &v + return s +} + // SetProtocol sets the Protocol field's value. func (s *Transport) SetProtocol(v string) *Transport { s.Protocol = &v @@ -7502,6 +7536,13 @@ type UpdateFlowOutputInput struct { // The maximum latency in milliseconds for Zixi-based streams. MaxLatency *int64 `locationName:"maxLatency" type:"integer"` + // The minimum latency in milliseconds for SRT-based streams. In streams that + // use the SRT protocol, this value that you set on your MediaConnect source + // or output represents the minimal potential latency of that connection. The + // latency of the stream is set to the highest number between the sender’s + // minimum latency and the receiver’s minimum latency. + MinLatency *int64 `locationName:"minLatency" type:"integer"` + // OutputArn is a required field OutputArn *string `location:"uri" locationName:"outputArn" type:"string" required:"true"` @@ -7593,6 +7634,12 @@ func (s *UpdateFlowOutputInput) SetMaxLatency(v int64) *UpdateFlowOutputInput { return s } +// SetMinLatency sets the MinLatency field's value. +func (s *UpdateFlowOutputInput) SetMinLatency(v int64) *UpdateFlowOutputInput { + s.MinLatency = &v + return s +} + // SetOutputArn sets the OutputArn field's value. func (s *UpdateFlowOutputInput) SetOutputArn(v string) *UpdateFlowOutputInput { s.OutputArn = &v @@ -7698,6 +7745,13 @@ type UpdateFlowSourceInput struct { // and Zixi-based streams. MaxLatency *int64 `locationName:"maxLatency" type:"integer"` + // The minimum latency in milliseconds for SRT-based streams. In streams that + // use the SRT protocol, this value that you set on your MediaConnect source + // or output represents the minimal potential latency of that connection. The + // latency of the stream is set to the highest number between the sender’s + // minimum latency and the receiver’s minimum latency. + MinLatency *int64 `locationName:"minLatency" type:"integer"` + // The protocol that is used by the source. Protocol *string `locationName:"protocol" type:"string" enum:"Protocol"` @@ -7791,6 +7845,12 @@ func (s *UpdateFlowSourceInput) SetMaxLatency(v int64) *UpdateFlowSourceInput { return s } +// SetMinLatency sets the MinLatency field's value. +func (s *UpdateFlowSourceInput) SetMinLatency(v int64) *UpdateFlowSourceInput { + s.MinLatency = &v + return s +} + // SetProtocol sets the Protocol field's value. func (s *UpdateFlowSourceInput) SetProtocol(v string) *UpdateFlowSourceInput { s.Protocol = &v @@ -8085,6 +8145,9 @@ const ( // KeyTypeStaticKey is a KeyType enum value KeyTypeStaticKey = "static-key" + + // KeyTypeSrtPassword is a KeyType enum value + KeyTypeSrtPassword = "srt-password" ) // KeyType_Values returns all elements of the KeyType enum @@ -8092,6 +8155,7 @@ func KeyType_Values() []string { return []string{ KeyTypeSpeke, KeyTypeStaticKey, + KeyTypeSrtPassword, } } @@ -8122,6 +8186,9 @@ const ( // ProtocolRist is a Protocol enum value ProtocolRist = "rist" + + // ProtocolSrtListener is a Protocol enum value + ProtocolSrtListener = "srt-listener" ) // Protocol_Values returns all elements of the Protocol enum @@ -8132,6 +8199,7 @@ func Protocol_Values() []string { ProtocolRtp, ProtocolZixiPull, ProtocolRist, + ProtocolSrtListener, } } diff --git a/service/mediatailor/api.go b/service/mediatailor/api.go index 543f29b4647..afa77451516 100644 --- a/service/mediatailor/api.go +++ b/service/mediatailor/api.go @@ -1603,138 +1603,6 @@ func (c *MediaTailor) ListPlaybackConfigurationsPagesWithContext(ctx aws.Context return p.Err() } -const opListPrograms = "ListPrograms" - -// ListProgramsRequest generates a "aws/request.Request" representing the -// client's request for the ListPrograms operation. The "output" return -// value will be populated with the request's response once the request completes -// successfully. -// -// Use "Send" method on the returned Request to send the API call to the service. -// the "output" return value is not valid until after Send returns without error. -// -// See ListPrograms for more information on using the ListPrograms -// API call, and error handling. -// -// This method is useful when you want to inject custom logic or configuration -// into the SDK's request lifecycle. Such as custom headers, or retry logic. -// -// -// // Example sending a request using the ListProgramsRequest method. -// req, resp := client.ListProgramsRequest(params) -// -// err := req.Send() -// if err == nil { // resp is now filled -// fmt.Println(resp) -// } -// -// See also, https://docs.aws.amazon.com/goto/WebAPI/mediatailor-2018-04-23/ListPrograms -func (c *MediaTailor) ListProgramsRequest(input *ListProgramsInput) (req *request.Request, output *ListProgramsOutput) { - op := &request.Operation{ - Name: opListPrograms, - HTTPMethod: "GET", - HTTPPath: "/channel/{channelName}/programs", - Paginator: &request.Paginator{ - InputTokens: []string{"NextToken"}, - OutputTokens: []string{"NextToken"}, - LimitToken: "MaxResults", - TruncationToken: "", - }, - } - - if input == nil { - input = &ListProgramsInput{} - } - - output = &ListProgramsOutput{} - req = c.newRequest(op, input, output) - return -} - -// ListPrograms API operation for AWS MediaTailor. -// -// Retrieves a list of programs on a specific channel. -// -// Returns awserr.Error for service API and SDK errors. Use runtime type assertions -// with awserr.Error's Code and Message methods to get detailed information about -// the error. -// -// See the AWS API reference guide for AWS MediaTailor's -// API operation ListPrograms for usage and error information. -// See also, https://docs.aws.amazon.com/goto/WebAPI/mediatailor-2018-04-23/ListPrograms -func (c *MediaTailor) ListPrograms(input *ListProgramsInput) (*ListProgramsOutput, error) { - req, out := c.ListProgramsRequest(input) - return out, req.Send() -} - -// ListProgramsWithContext is the same as ListPrograms with the addition of -// the ability to pass a context and additional request options. -// -// See ListPrograms for details on how to use this API operation. -// -// The context must be non-nil and will be used for request cancellation. If -// the context is nil a panic will occur. In the future the SDK may create -// sub-contexts for http.Requests. See https://golang.org/pkg/context/ -// for more information on using Contexts. -func (c *MediaTailor) ListProgramsWithContext(ctx aws.Context, input *ListProgramsInput, opts ...request.Option) (*ListProgramsOutput, error) { - req, out := c.ListProgramsRequest(input) - req.SetContext(ctx) - req.ApplyOptions(opts...) - return out, req.Send() -} - -// ListProgramsPages iterates over the pages of a ListPrograms operation, -// calling the "fn" function with the response data for each page. To stop -// iterating, return false from the fn function. -// -// See ListPrograms method for more information on how to use this operation. -// -// Note: This operation can generate multiple requests to a service. -// -// // Example iterating over at most 3 pages of a ListPrograms operation. -// pageNum := 0 -// err := client.ListProgramsPages(params, -// func(page *mediatailor.ListProgramsOutput, lastPage bool) bool { -// pageNum++ -// fmt.Println(page) -// return pageNum <= 3 -// }) -// -func (c *MediaTailor) ListProgramsPages(input *ListProgramsInput, fn func(*ListProgramsOutput, bool) bool) error { - return c.ListProgramsPagesWithContext(aws.BackgroundContext(), input, fn) -} - -// ListProgramsPagesWithContext same as ListProgramsPages except -// it takes a Context and allows setting request options on the pages. -// -// The context must be non-nil and will be used for request cancellation. If -// the context is nil a panic will occur. In the future the SDK may create -// sub-contexts for http.Requests. See https://golang.org/pkg/context/ -// for more information on using Contexts. -func (c *MediaTailor) ListProgramsPagesWithContext(ctx aws.Context, input *ListProgramsInput, fn func(*ListProgramsOutput, bool) bool, opts ...request.Option) error { - p := request.Pagination{ - NewRequest: func() (*request.Request, error) { - var inCpy *ListProgramsInput - if input != nil { - tmp := *input - inCpy = &tmp - } - req, _ := c.ListProgramsRequest(inCpy) - req.SetContext(ctx) - req.ApplyOptions(opts...) - return req, nil - }, - } - - for p.Next() { - if !fn(p.Page().(*ListProgramsOutput), !p.HasNextPage()) { - break - } - } - - return p.Err() -} - const opListSourceLocations = "ListSourceLocations" // ListSourceLocationsRequest generates a "aws/request.Request" representing the @@ -5620,98 +5488,6 @@ func (s *ListPlaybackConfigurationsOutput) SetNextToken(v string) *ListPlaybackC return s } -type ListProgramsInput struct { - _ struct{} `type:"structure"` - - // ChannelName is a required field - ChannelName *string `location:"uri" locationName:"channelName" type:"string" required:"true"` - - MaxResults *int64 `location:"querystring" locationName:"maxResults" min:"1" type:"integer"` - - NextToken *string `location:"querystring" locationName:"nextToken" type:"string"` -} - -// String returns the string representation -func (s ListProgramsInput) String() string { - return awsutil.Prettify(s) -} - -// GoString returns the string representation -func (s ListProgramsInput) GoString() string { - return s.String() -} - -// Validate inspects the fields of the type to determine if they are valid. -func (s *ListProgramsInput) Validate() error { - invalidParams := request.ErrInvalidParams{Context: "ListProgramsInput"} - if s.ChannelName == nil { - invalidParams.Add(request.NewErrParamRequired("ChannelName")) - } - if s.ChannelName != nil && len(*s.ChannelName) < 1 { - invalidParams.Add(request.NewErrParamMinLen("ChannelName", 1)) - } - if s.MaxResults != nil && *s.MaxResults < 1 { - invalidParams.Add(request.NewErrParamMinValue("MaxResults", 1)) - } - - if invalidParams.Len() > 0 { - return invalidParams - } - return nil -} - -// SetChannelName sets the ChannelName field's value. -func (s *ListProgramsInput) SetChannelName(v string) *ListProgramsInput { - s.ChannelName = &v - return s -} - -// SetMaxResults sets the MaxResults field's value. -func (s *ListProgramsInput) SetMaxResults(v int64) *ListProgramsInput { - s.MaxResults = &v - return s -} - -// SetNextToken sets the NextToken field's value. -func (s *ListProgramsInput) SetNextToken(v string) *ListProgramsInput { - s.NextToken = &v - return s -} - -// Returns a list of programs for a channel. -type ListProgramsOutput struct { - _ struct{} `type:"structure"` - - // An array containing the programs for a channel. - Items []*Program `type:"list"` - - // Pagination token from the list request. Use the token to fetch the next page - // of results. - NextToken *string `type:"string"` -} - -// String returns the string representation -func (s ListProgramsOutput) String() string { - return awsutil.Prettify(s) -} - -// GoString returns the string representation -func (s ListProgramsOutput) GoString() string { - return s.String() -} - -// SetItems sets the Items field's value. -func (s *ListProgramsOutput) SetItems(v []*Program) *ListProgramsOutput { - s.Items = v - return s -} - -// SetNextToken sets the NextToken field's value. -func (s *ListProgramsOutput) SetNextToken(v string) *ListProgramsOutput { - s.NextToken = &v - return s -} - type ListSourceLocationsInput struct { _ struct{} `type:"structure"` @@ -6216,103 +5992,6 @@ func (s *PlaybackConfiguration) SetVideoContentSourceUrl(v string) *PlaybackConf return s } -// Program configuration parameters. -type Program struct { - _ struct{} `type:"structure"` - - // The ad break configuration settings. - AdBreaks []*AdBreak `type:"list"` - - // The ARN of the program. - // - // Arn is a required field - Arn *string `type:"string" required:"true"` - - // The name of the channel that the program belongs to. - // - // ChannelName is a required field - ChannelName *string `type:"string" required:"true"` - - // The timestamp of when the program was created. - CreationTime *time.Time `type:"timestamp" timestampFormat:"unixTimestamp"` - - // The timestamp of when the program was last modified. - LastModifiedTime *time.Time `type:"timestamp" timestampFormat:"unixTimestamp"` - - // The name of the program. - // - // ProgramName is a required field - ProgramName *string `type:"string" required:"true"` - - // The name of the source location. - // - // SourceLocationName is a required field - SourceLocationName *string `type:"string" required:"true"` - - // The name that's used to refer to a VOD source. - // - // VodSourceName is a required field - VodSourceName *string `type:"string" required:"true"` -} - -// String returns the string representation -func (s Program) String() string { - return awsutil.Prettify(s) -} - -// GoString returns the string representation -func (s Program) GoString() string { - return s.String() -} - -// SetAdBreaks sets the AdBreaks field's value. -func (s *Program) SetAdBreaks(v []*AdBreak) *Program { - s.AdBreaks = v - return s -} - -// SetArn sets the Arn field's value. -func (s *Program) SetArn(v string) *Program { - s.Arn = &v - return s -} - -// SetChannelName sets the ChannelName field's value. -func (s *Program) SetChannelName(v string) *Program { - s.ChannelName = &v - return s -} - -// SetCreationTime sets the CreationTime field's value. -func (s *Program) SetCreationTime(v time.Time) *Program { - s.CreationTime = &v - return s -} - -// SetLastModifiedTime sets the LastModifiedTime field's value. -func (s *Program) SetLastModifiedTime(v time.Time) *Program { - s.LastModifiedTime = &v - return s -} - -// SetProgramName sets the ProgramName field's value. -func (s *Program) SetProgramName(v string) *Program { - s.ProgramName = &v - return s -} - -// SetSourceLocationName sets the SourceLocationName field's value. -func (s *Program) SetSourceLocationName(v string) *Program { - s.SourceLocationName = &v - return s -} - -// SetVodSourceName sets the VodSourceName field's value. -func (s *Program) SetVodSourceName(v string) *Program { - s.VodSourceName = &v - return s -} - // Adds an IAM policy for the channel. type PutChannelPolicyInput struct { _ struct{} `type:"structure"` diff --git a/service/mediatailor/mediatailoriface/interface.go b/service/mediatailor/mediatailoriface/interface.go index 43c5ddce40d..e928ee3319a 100644 --- a/service/mediatailor/mediatailoriface/interface.go +++ b/service/mediatailor/mediatailoriface/interface.go @@ -145,13 +145,6 @@ type MediaTailorAPI interface { ListPlaybackConfigurationsPages(*mediatailor.ListPlaybackConfigurationsInput, func(*mediatailor.ListPlaybackConfigurationsOutput, bool) bool) error ListPlaybackConfigurationsPagesWithContext(aws.Context, *mediatailor.ListPlaybackConfigurationsInput, func(*mediatailor.ListPlaybackConfigurationsOutput, bool) bool, ...request.Option) error - ListPrograms(*mediatailor.ListProgramsInput) (*mediatailor.ListProgramsOutput, error) - ListProgramsWithContext(aws.Context, *mediatailor.ListProgramsInput, ...request.Option) (*mediatailor.ListProgramsOutput, error) - ListProgramsRequest(*mediatailor.ListProgramsInput) (*request.Request, *mediatailor.ListProgramsOutput) - - ListProgramsPages(*mediatailor.ListProgramsInput, func(*mediatailor.ListProgramsOutput, bool) bool) error - ListProgramsPagesWithContext(aws.Context, *mediatailor.ListProgramsInput, func(*mediatailor.ListProgramsOutput, bool) bool, ...request.Option) error - ListSourceLocations(*mediatailor.ListSourceLocationsInput) (*mediatailor.ListSourceLocationsOutput, error) ListSourceLocationsWithContext(aws.Context, *mediatailor.ListSourceLocationsInput, ...request.Option) (*mediatailor.ListSourceLocationsOutput, error) ListSourceLocationsRequest(*mediatailor.ListSourceLocationsInput) (*request.Request, *mediatailor.ListSourceLocationsOutput) diff --git a/service/mwaa/api.go b/service/mwaa/api.go index b06b3a5e4b4..234bba06462 100644 --- a/service/mwaa/api.go +++ b/service/mwaa/api.go @@ -3375,6 +3375,12 @@ const ( // EnvironmentStatusDeleted is a EnvironmentStatus enum value EnvironmentStatusDeleted = "DELETED" + + // EnvironmentStatusUnavailable is a EnvironmentStatus enum value + EnvironmentStatusUnavailable = "UNAVAILABLE" + + // EnvironmentStatusUpdateFailed is a EnvironmentStatus enum value + EnvironmentStatusUpdateFailed = "UPDATE_FAILED" ) // EnvironmentStatus_Values returns all elements of the EnvironmentStatus enum @@ -3386,6 +3392,8 @@ func EnvironmentStatus_Values() []string { EnvironmentStatusUpdating, EnvironmentStatusDeleting, EnvironmentStatusDeleted, + EnvironmentStatusUnavailable, + EnvironmentStatusUpdateFailed, } }